Beruflich Dokumente
Kultur Dokumente
- Kiros Seagul
- Ward Zaback
- Step-by-step power-up walkthrough
- DISC 1
- It begins
- Lava bath anyone?
- Dollet me
- Voulez-vous coucher avec moi ce soir?
- Whoohoo, our first mission!
- Triple Triad Bonanza
- I know where it's at
- Owls + Trains = Timber resistance group
- Things to do #1
- I know where it's at part 2
- Gardening Galbadian style
- I choo choo choose Deling City
- The known Tomb of the Unknown King
- Things to do #2
- Sorceresscide
- DISC 2
- Win a hill
- Is cheapness contagious?
- Haha, missed me by a mile... NOT!
- We're the train-stealers
- Is that a rocket in your pocket or are you just happy to
see me?
- The hanging garden of Balamb
- Do you like fish?
- Top of the Pops
- Things to do #3
- New GFs
- Shumi Village
- Chocobo Forests
- CC Quest
- Winhill
- Lotsa AP
- Collecting Spells
- Other
- Silence of the (Ba)lamb
- My heart will go on
- Boom boom boom boom, the Garden goes boom
- DISC 3
- Taxicab Confessions V: A witch's secret
- To be scorched, or not to be scorched
- Seedy... I mean SeeD ship
- Salt Lake City? Yup, I've been there
- And then a hero comes along..
- Scarred for life
- Things to do #4
- Gateway to the moon
- The box in the sky
- Vixen or tramp?
- Eyes on me
- 2gether
- POWER UP EXTRA
- Acquiring Cactuar
- Acquiring Bahamut
- Complete your collection... nearly!
- Mmmmmm, Rosetta Stones.... *Drool*
- Acquiring Eden - Alternative!
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OBJECTIVE
=========
This is against everything you've been taught in RPG school or years of your
personal experience but.. In FFVIII, you want to fight as LITTLE as possible,
which translates into NOT gaining levels. Before you send me hate mails please
listen to my explanation.
You might (or might not) have noticed that the enemies in FFVIII takes the SaGa
turn so that they level up as you do. You'll almost never run into exceptionally
weak enemies. As enemies level up, they gain new attacks, new spells (and
increase their Draw list too) and gains higher stats. However, the enemies gains
stats a LOT faster than you do (ie, a level or two doesn't make too much
difference in terms of power) so you'll find yourself weaker and weaker and the
enemies stronger and stronger as you progress through the game. And by the time
you get to the bonus bosses like Ultima and Omega Weapons, your stats might be
way too low to even think of challenging them, or they'll mop the floor with
you!
You may object and say that there are always Junctions to rely on. Yes you're
right, Junctions are very important in this game BUT Junctions can only do so
much. For example, Ultima is the best spell to junction to most of your stats.
Even with 100 Ultimas, you'll only be able to raise your Strength by 100 points
while the maximum is 255. There are Character Abilities though, like Str +60%
that can bring your Strength up to 255 without too much problem, but you can
only equip up to 4 Character Abilities max (and it's extremely rare too.) You'll
have a few problems with this. One is that Str +60% is extremely rare, so you'll
have to stick to Str +40% most of the time (which may or may not bring your Str
up to 255) but the other problem is more serious. There are about 6 very
important stats that you need (HP, Str, Vit, Mag, Spr and Spd) but you can only
equip 3 or 4 stat boosts, and since your other stats are so low, you'll have a
hard time getting high values in every category. Not to mention there are other
Character and/or Party Abilities that you many want to equip, such as Mug, EncNone or Move-Find. By boosting your "base" stats, you will be able to reach much
higher stats combined with junctions and freeing up your slots that can be
devoted to more "fun" abilities.
I hope everyone understands this idea.
Sure, how do you get high stats without fighting enemies? Well, I don't know if
you had noticed but you can teach certain GFs "Bonus" abilities. These include
HP, Str, Vit, Mag and Spr. How do these skills work? When you equip one of these
and you gain a level, the respective stat will be boosted by 1 point, on top of
any regular stats boosts you might get at level up (except for HP Bonus, which
gives you an extra 30HP.) Like I've said, a couple of levels don't differ too
much since the game is way to stingy at regular stats boosts at level up. You'll
gain about 60 or so HP and 1 point of Str/Vit/Mag etc.. once every 2-5 levels!
(Some other stats are even rarer, such as Speed or Luck.) What difference does
one point make? Not much if you just got it once, but if you start equipping the
Bonus abilities at LV20 and power yourself up to LV100, that's gonna make an 80
point difference! Wow! That's almost another 100 Ultimas!
However, you'll only have access to these abilities quite a bit into the game.
With a little bit of planning, patience and luck, you could start this as soon
as halfway through disk 2. For convenience and accessibility, I recommend for
late disk 3. Yes, that's almost 3 disks without gaining any levels, but as
you'll see by the step-by-step walkthrough, it's really quite simple!
WHY BOTHER?
===========
Well, to tell you the truth, this is not something I'd recommend that you do
everyday since it can get quite tedious, especially if this is your first game.
However, getting all the boosts in your stats makes the optional bosses a whole
lot easier. Getting high stats might be a joy in it itself, to laugh at the
boss' spells as if they're insect bites or killing them in 2 rounds.
WHERE DO I START?
=================
There are a few ways of getting rid of encounters or not gaining experience.
Every point of EXP counts, remember that!
1) Running away
Possibly the easiest option, running away is easy to do and you won't get any
experience. However, if you plan to run away, make sure that you DON'T do any
sort of damage to the enemies, since the run system in FFVIII has been improved
so that you'll gain partial experience if you've done some damage to the
enemies.
One side effect with running away is that by not fighting enemies, your SeeD
level may fall which causes you to receive less Gil, which isn't important as
there are many ways of making a buck. Also during the Dollet mission, running
away can cause you to receive penalties to your SeeD rank, but you will find a
couple of tips in the walkthrough that will help you to get what you can. A more
pronounced disadvantage of running away is not receiving any crucial AP for your
GF to gain abilities, and no loot dropped, which brings us to...
2) Card the enemies
You can learn the unique Card command from your first GF, Quezacotl. This is an
extremely useful command to use when you have to fight. The advantage of this is
that you WILL get the AP AND can pick up dropped items from enemies, and you
will NOT gain any EXP! What's even better is that you'll get an extra card which
can be changed into items via Quezacotl's Card Mod ability. The disadvantage is,
of course, it's sometimes more fuss than it's worth.
Because of this, choose to learn the Card command first, it's worth 40AP and
isn't very hard to learn. (Simply defeating Ifrit will give you 20AP!) Anyway,
you don't really need the Boost skill at that point in the game so choose Card
first, then Boost.
The Card command follows classic Pokeball mechanics. Yes, if you've played any
Pokemon games you'll know that the chance of success is inversely proportional
to the enemy's HP. The lower the enemy's HP, the more likely you're to succeed.
You should Scan the enemy first to see its current HP, then predict how many
attacks by certain members is enough to weaken it. It's ideal if an enemy is
down to a quarter or less of its total HP, but you can start tp get decent
chances at around half of its health, though you can very rarely card an
opponent with perfect health. Do NOT forget to equip the Card command like I do
occasionally though, as you'll leave yourself in a sticky situation. Don't get
discouraged if you are constantly getting the "Miss" sign, as persevering is
better than doing too much damage.
To weaken them, you can try a few different ways. I like to use normal attacks.
Squall's attack is the best since as it has the "trigger" feature, and you can
do a weak or a strong attack as you desire. His attack is also very reliable
since it will NEVER do a critical hit (as you can use the trigger to do 150% of
damage with every attack anyway, so he doesn't need one) so you won't end up
killing it with a critical. Gunblades also never miss (even under "Blind"
status)
which is a definite plus.
Also, other member's regular attacks works too. You generally should not
junction spells to your Elemental-Attack since the creature may be weak against
it and you'll do too much damage. I always keep one member's Strength junctionfree to do really weak attacks if I need it (like against Geezards.)
Spells ain't a bad idea either. GFs are the same. Try to keep a collection of
different spells in stock. Weaker GFs like Siren are also quite good at this if
you need a weak attack. Also, you may or may not want to use Boost, depending on
the situation.
The BEST method I've found is to use Quistis' Limit Break Micro Missile. The
beauty of Micro Missile is that it's a gravity elemental attack so it can NEVER
kill an enemy. Also, unlike other attacks, gravity attacks removes a portion of
a target's current HP. The effect of Micro Missile varies though, but it's for
the better. It depends on how serious Quistis or your party's condition is (ie,
party member down, suffering from negative status, low HP) and it can remove
from 50% to 93.75% of its current HP, which makes it absolutely perfect for
carding enemies. Just keep Quistis in critical (ie, HP is in yellow and she's
kneeling down) and use Micro Missile on the enemies in the beginning of the
battle while another character use the Card command. Keep some Phoenix
Downs/Life spells in stock just in case she dies.
Note: The maximum damage it can do is 9999, so against enemies with higher HP,
Quistis has to use it multiple times before the enemy's HP is low enough. A
handful of enemies are resistant towards Gravity attacks, mainly bosses.
Keep in mind. Some enemies cannot be carded. These includes bosses and human
troops. Basically any normal enemy that does not have a card, except for
Elnoyles. Card doesn't work on it for some reason.
3) Diablos
Sometimes not encountering any enemies is the best option, since the random
encounter can be annoying at times. Diablos offers 2 crucial abilities and they
are Enc-Half and Enc-None. You must learn the former before the latter becomes
available. Enc-Half costs only 30AP (easy peasy) but Enc-None costs a whopping
100AP! (And it's nothing compared to the 200AP needed for Mug!) Because of this,
it's best to challenge Diablos as soon as possible (ie, right after receiving
the Magic Lamp from Cid.) He's well worth the effort you put into fighting him
and gets some of the most useful abilities in the game! And believe me, he's
powerless if you know how to fight him!
You'll be able to get Enc-Half easily but Enc-None takes longer. Use the Card
trick above or save the boss' AP for them. Then equip Enc-None and you'll never
have to be bothered with random encounters again! (Although since you don't
fight, you'll earn no AP for all your GFs, and you'll miss out certain useful
abilities such as Mug. So de-equip the skill occasionally and Card some
enemies.)
4) Tonberry
Ok, you will gain some EXP with this method but it's VERY little! You can use
Tonberry's LV Down command to weaken enemies and defeat them that way. Each LV
Down halves their level, keep doing it until their levels drops to 1, then kill
them. You'll gain 1-3 EXP for your team. This is great for the encounters that
you cannot run away from and cannot be carded. (Such as enemy soldiers in
Laguna's scenario.)
Opposed to common believes, Tonberry can be acquired as early as when you have
control of the mobile Balamb Garden in Disc 2!!! You don't need to acquire Odin
to get Tonberry either, as Odin tends to ruin the party.
5) Other vehicles
Another way of traveling without encountering anything is to travel in vehicles
(for some reason, all of them are painfully slow!) You can get access to cars
fairly early in the game, but they cost a bit of money and you have to refuel
them at regular intervals. You can catch trains too, to travel to another city
quickly but you don't seem to be able to catch any trains in the first half of
the game except for story purposes. Balamb Garden is also quite a convenient
vehicle since it can cross the ocean. And last (and the least!) are Chocobos.
You'll only gain access to riding the chocs after Balamb Garden takes off, so
you won't have that much use for it.
You won't encounter any enemies while traveling in vehicles, but they're only
available on the world map.
6) Terminate your own team members
The EXP earned from enemies in this game is not shared by the party, in layman's
terms whatever EXP you get at the end, everyone in your team gets the same. So
essentially it's like you're getting the EXP 3 times. By keeping 2 of the other
party members dead or petrified, you're effectively cutting it down by a third!
7) Break
Thanks to jay sar <vodka_81@yahoo.com> for this trick
Battles will end if the enemies are petrified also, but any damage that you've
caused it will contribute toward some EXP. So what you need to do is cast Break
straight outta the bottle, and if it succeed and you've just got yourself a home
run. Also note that petrifying earns you zero AP, so only use this for enemies
that you don't care about.
You can get Breaks easily by refining Cockatrice Pinions and Softs with Diablos'
ST Mag-RF.
Other notes and tips
- Well, I guess you all know that the character who strikes the killing blow
will get more EXP than the others. This is true however, nobody seems to get any
extra EXP if the enemy is killed by a summoned GF! So use this to your advantage
when you're fighting enemies when you don't have any other options. It doesn't
stop you from gaining EXP but at least you won't gain any extras.
- Appropriately enough, if you used a GF to do the killing blow, that GF will
gain the extra EXP bonus after the battle.
- You should know by now that the bosses in FFVIII won't give you any EXP,
which is a pleasant sign, and they (usually) give you a ton of AP that your GFs
sorely needs! Try selecting an expensive ability before fighting the boss so you
won't waste some of its AP.
- GFs WILL gain FULL AP and EXP when junctioned to a dead member, even though
it makes no sense. EXP however is spread amongst the GFs junctioned to the same
character, for example, if you have 3 GFs junctioned to 1 party member (whether
they're dead or alive), each of them will receive one third EXP.
- Spread out your GFs among your characters as equally as possible. Try to
make sure everyone received the important junction abilities. Try not to double
up on -J abilities if you can help it. For example, if you gave someone
Quezacotl, don't put Siren on them because Mag-J is doubled up.
MANDATORY FIGHTS
================
This section will itemize all forced encounters for disk 1, 2 and 3. I will also
describe all alternatives for avoiding, minimizing or manipulating experience.
Disk 1
-----Dollet mission -
2x
2x
1x
1x
1x
G-Soldier
G-Soldier
G-Soldier
G-Soldier
Anacondour
In the Dollet mission sequence, you have an ally in Seifer, a powerful and non
permanent party member. What you need to do is kill off Squall and Zell, let
Seifer handle all EXP. You can also use the Card command to turn Anacondour into
a card, but it's not necessary.
Timber mission - 2x G-Soldier, ~184EXP
This is the only forced fight in Timber that you cannot escape from. If you wish
to receive no EXP, refine some Break spells from ST Mag-RF (Diablos) using
Softs,
but if you don't have it, get Selphie to critical HP and take a spin on her
Slots. You can get Breaks for FREE here. If you don't mind a little EXP, kill
off 2 of your characters and have the third summon a GF to kill them.
Second Laguna scenario - 1x Esthar Soldier, ~65EXP
3x Esthar Soldier, ~200EXP
1x Esthar Soldier, 0EXP
The first 2 fights are forced at the beginning of the scenario. You can cast
Break on them to avoid any EXP, or kill of 2 of your party members and have the
third summon GF. There will be up to 5 mandatory fights at the end of the
scenario. If you've set all the traps however, it will eliminate 4 fights and
the last forced fight won't give you any EXP.
Disk 2
-----Prison - 2x G-Soldier, ~134EXP
There's only 1 mandatory fight in here and that's the one with solo Zell getting
the weapons back. A few casts of Break will take care of it with no EXP.
Otherwise you'll have to summon GF.
You may run into other mandatory fights at the scene where Zell gets chased
down,
but as long as you move in a clockwise manner as soon as possible, the guard
will narrowly miss you.
Missile Base - 1x Base Leader, 2x Base Soldier, ~360EXP
There's only 1 forced fight here, as you can avoid all other encounters by using
your mouth to do the talking. 360EXP is a bit harsh and Break doesn't work
against these soldiers. Make sure you use a GF to kill them otherwise you'll
receive extra EXP as penalties.
Clash with Galbadia Garden - 4x Paratropper, ~521EXP
They give way too much EXP. Casting Break on them is probably the best option,
all dragons as your very own pet! While Bahamut may not offer any "Bonus"
abilities, it comes with the as-good-as-it-gets Abilityx4 skill, which allows
your character to equip up to 4 Character/Party Abilities!
PREPARATION
===========
You've got a choice to make now. You've got 5 different bonus abilities for 5
important stats but you can only equip 4 of them at once. Anyhow, I have a few
suggestions here on how to develop your characters.
All round character
This is intended for a balanced character who's good in every category. Equip:
* Str Bonus
* Vit Bonus
* Mag Bonus
* Spr Bonus
And ditch HP, since HP is an easy one to Junction it to max. This is the most
popular method as it develops a very nice, very balanced character. HP is mostly
unnecessary as with high Vit/Spr, it's mostly for aesthetic purposes.
Customized character for max HP
The idea of this method is to max out everyone's HP at 9999 with just 100 FullLife (which increases it by 4800) junctioned to HP. Everyone's base HP (with no
bonus) at LV100 is between 3600 and 4100, depending on the character. We want to
equip HP Bonus for JUST enough levels to get the character's HP over 5200, so
that when we junction 100 Full-Life, the undisputed all-round spell for HP, we
have everyone at 9999HP without having to waste an extra slot on an HP+??%
ability. 9999HP makes a big difference, as it enbles you to execute Limit Breaks
at anything less than 3200HP and also certain attacks late game will do 9998
damage. And having it all and STILL have 4 slots intact is a great benefit.
Here's a list of all character's base HP at LV100 and how many levels they need
to equip HP Bonus to achieve 5200HP.
Squall
Quistis
Zell
Rinoa
Selphie
Irvine
Base LV100 HP
4187
3883
4018
4181
3680
4120
LV of HP Bonus Needed
38 *
48 *
41 *
38 *
51 **
36 ***
LV Remaining
54
43
50
50
40
50
or Mag all the way, depending on what your character specializes in. Squall,
Zell and Irvine would benefit from Str as their Limit Breaks are physical, where
as Selphie and to a lesser extent, Quistis, requires high Mag. Rinoa and Quistis
however, benefit from a balanced build. Also, once you have leveled up the
number of times required for max HP, the rest of the levels can be devoted to
the stat that you have sacrificed, as further advancement in HP will go to waste
as the max you can get to is 9999.
For example, if I was to build Irvine using this method. I would equip him with
HP/Str/Vit/Spr Bonus for 36 levels. That is, until he reaches LV49 (since he
starts at LV13), then I would switch HP Bonus for the Mag Bonus ability. This
would complete Irvine with 9999HP when Full-Life is junctioned, very high
Str/Vit/Spr from the full bonus, plus an extra 50 points in Mag, which still
makes a big difference.
Stats maxer's choice
Recently, it has hit me that each level with the HP Bonus ability equipped gives
you can extra 30HP. However, all other types of further powering up, whether
it's by making HP Up items or devouring, only nets you 10HP. On the other hand,
the all core stats (Str, Vit, Mag and Spr) nets you 1 point whether it's though
the "Bonus" abilities, devouring or stats-up items. I came to the conclusion
that the HP Bonus ability is worth *3* times as much as the core stats
abilities.
You might say that HP is not very important as it's easy to max through
junctions and character abilities, and anything more than 5200HP will go to
waste once you junction Full-Life to it. This is correct, however, some players
may want to devote the time to max all base stats so the "good" junction spells
can be used elsewhere. With this theory in mind, for stats maxers who wants to
eventually max everything anyway, why not gain HP 3 times as fast?
Besides, HP is something that will take the most time because it has such a high
maximum, you can refine 100 HP Up items and it will only increase it by 1000.
Anyone who has even TRIED maxing HP in FFX will tell ya it's hard work and
believe me when I say it as I'm only at 70000+ and counting. ;) So getting the
"nasty" work outta the way may preserve you some sanity in the long run.
Doing this means that you will have to sacrifice almost 100 points in 1 core
stat, or a combination of them. Put some consideration on which one you want to
sacrifice. One way to look at it is with the "customized character" method,
sacrificing either Str or Mag, whichever will have the least effect on your
character's performance, for example Str for Selphie, Mag for Zell etc. Another
method, since players who choose this option would want to max everything
anyway,
is to sacrifice the stat that is the easiest to gain back.
Partial Bonus
There may come a time during the course of your game where you may have gathered
too much EXP and will be forced to gain a level no matter what. By following the
walkthrough, it is definitely possible to get through the game without gaining a
single level. However, according to some FF8 vets, when it comes to managing
time efficiently, sometimes it is better in the long run to gain a couple of
levels. A few levels lost here and there can be made up by spending an hour
modding stats-up items or playing cards to make up the difference, instead of
spending HOURS stubbornly avoiding EXP through running away, AP farming and
especially carding. Of course, the end result comes down to you, the player. I
definitely see a good point in that statement, however, I am stubborn by nature
and I just find leveling up with the bonus skills the easiest way to get stats
boosts. However, as long as you don't go overboard at leveling up, it may
the corresponding Bonus ability for GFs Ifrit, Siren, Brothers, Carbuncle and
Leviathan. You also need to fetch GF Cactuar and Bahamut, as well as having used
a Rosetta Stone on a GF of your choice, giving you 2 GFs with Abilityx4.
The idea place to level your characters the quickest is the Island Closest to
Hell. Heaven also works, but the enemies on Hell are generally worth more EXP on
average. These places are chosen because the enemies that you meet here are
always at LV100, where as enemies that you meet anywhere else are relative to
your party's average level. The enemies on the ICTH also have a habit of
dropping very rare loot, such as Energy Crystals or Inferno Fang, which is
always a bonus. By beating enemies that are dozens of levels stronger,
obviously,
your characters would gain EXP very fast. You might think that such high level
enemies will squish your party like bugs, but that's where the junction system
shines the most.
You will need to junction your characters very carefully, and junction all your
best spells to the defensive attributes will be very important. Spread out your
GFs between the 3 characters, this is to spread out the amount of EXP that they
gain. Put Cactuar, Alexander and Cerberus on Quistis, along with a GF with
Abilityx4 (Bahamut or not) as well as one with the Vit-J/HP-J ability. Cactuar
will supply the 4 ??? Bonus abilities of your choice and also provides Eva-J and
Luck-J. Cerberus is important for Spd-J, Spr-J and ST-Defx4, while Alexander has
Elem-Defx4, although some of these abilities may take a lot of AP to learn,
nothing a little time spent fighting Cactuars can't fix. The other character
needs to junction Ifrit/Siren/Brothers/Carbuncle/Leviathan and a GF with
Abilityx4. These GFs will provide all the other important junction abilities.
Now you can place the remaining GFs junctioned to the dead character, so they
can receive more EXP.
First of all we're going to give the best abilities and magic on Quistis, as
she's the one responsible at doing the killing. Her offensive stats are
irrelevant, but you need to have her decked out in defense. Make Spd, Vit and
Spr a priority, junction your best spells to it. Second priority goes to HP, Eva
and Luck. Str and Mag doesn't matter, so you're free to put Ultima, if you have
it, to one of the ther stats. Also important are ST and Elem-Def.
Status Junction
A: Death or <whatever>
D: Confuse
D: Berserk
D: Death
D: Break
Elemental Junction
A: <none>
D: Flare
D: Firaga
D: Shell
D: Protect
Status is crucial but elemental ain't as important. You can get ST-Def x4 from
Cerberus and Doomtrain. It's a must that you have ST-Def x4 as you'll come
across Malboros and Blue Dragons. Malboro's Bad Breath can give you really nasty
status like Confuse, Poison, Berserk, Petrifying, Blind, Silence etc.
Junctioning the above spells will make Bad Breath mildly harmful, the only
negative status that's a pain is Sleep. Just wait 'til it hits you with its acid
attack and use Siren's Treatment command if you need it. The Blue Dragon
however,
likes to cast Death and Break occasionally, killing anyone without protection in
one hit.
Elemental isn't that important when you boost your Spirit. You should be
protected against Fire but all the other ones ain't all that important.
None thing of note: Ruby Dragon's Breath is NOT Fire elemental! Also, it's
considered a physical attack so you need high Vit to survive it. However,
because one of your characters' knocked out, it should tame the dragon's AI so
it avoids using strong attacks like Meteor and Breath.
Junction the best spells to all attributes for the second character. Your second
character is not going to go on the offensive, but to support Quistis should
anything go wrong. So give her Treatment command and Life spells for
emergencies.
If Quistis falls, it is up to the second character to revive her ASAP otherwise
it's game over. Make sure you save often too.
Basically what you need to do is go into battle with Quistis in critical, the
second character should keep his/her HP as high as possible. As soon as Quistis
gets her turn, tap to get the > to show up and immediately select Degenerator.
The beauty of Degenerator is that it's a 100% success instant death spell that
works on anything not immune. Most of the enemies that you meet on the Island
Closest to Hell are solitary but very powerful, such as Malboro, Ruby Dragon and
T-Rexaur. Degenerator will get rid of them just like that. *Click fingers* You
may occasionally run into 2 Grendels that may be troublesome, as Degenerator
will only get rid of one. This is where Quistis' other skill shines, LV? Death.
You might say that POS isn't worth anything. You might be right, however, LV?
Death has a multiplier of between 5-1, and LV100 is a multiplier of 1, 2, 4 and
5. This means LV? Death has an 80% chance of success against double Grendel
battles and targets both of them.
Other characters
Once your first 2 characters gets to level 100, make a team of Quistis and 2
other un-powered characters and equip the 4 "Bonus" abilities and start the
process again. You're allowed level 100 characters in the team though, as they
won't gain any EXP any more and the game isn't as risky any more since the level
100 character can revive the weak character if they die. Repeat until all 6
characters are level 100.
Before disk 3
You can start powering up your characters halfway through disk 2, after you've
received Leviathan. You also needed to have gotten a Rosetta Stone from playing
cards in the prison. Having to acquire enough AP to learn all the prerequisites
and the ??? Bonus abilities can be tough, but remember you can encounter
Cactuars in the desert, and a handful of battles should be enough for you.
Equip the character you would like to level up with 4 ??? Bonus abilities. Give
them the best junctions and junction 100 Death to their ST-Atk. You also need to
have acquired GF Tonberry and equip the LV Up command on your character. Go to
the Centra region, the spot outside of Edea's House is not bad. Now run around
in the forests. The enemies you encounter here are weak and are susceptible to
Death. You need to level them up as much as you can then kill them. If you
encounter Grand Mantis here, they can give you some good EXP.
There are some benefits of having at least 1 high level character at this point
in game. Certain enemies, especially bosses, during the course of the game have
VERY good VERY rare spells that you can draw, but only at high level. For
example, Cerberus at the end of disk 2 has Triples up for grabs at LV30+. Having
just 1 LV100 characters in your team will enable you to stock up. This is
especially good since you won't be getting Odin so your stock of Triples are
lacking.
Whether you decide to do this is up to you. Personally I can't recommend this,
since the EXP you get is a lot lower than ICTH, having to level them up makes it
a slow process and only being able to do it one at a time makes the process even
slower. If you are going to do this, just build up 1 character so you can access
some high level spells but wait til disk 3 for a faster way.
Turbo Trick - Automatic Powering Up and Item Gain!!! ---------------|
AKA "Do it all night long!"
|
|
|
| Thanks to quite a few people for this trick. Also, this trick is |
| for people with a Turbo Controller only (PC or PSX).
|
|
|
| This is the standard "wrap a rubber band on the stick and watch |
| them go" trick that works for many games. You need a pad with the |
| Rapid Fire function. But before doing that, you need to prepare. |
|
|
| Junction yourselves properly, including all the Bonus skills when |
| you are powering up. Junction 100x Drains in your ST-Atk just to |
| be safe. Now find somewhere with some weaker enemies (such as the |
| areas in Centra region) and wrap a rubber band around the left
|
| stick so Squall runs in circles. Set the turbo on the action
|
| button and you are done! Go to sleep or school or whatever, when |
| you come back, you'll be a LOT more stronger and you'll have
|
| plenty of items in your inventory.
|
|
|
| You can also use this trick to get specific items, such as
|
| Cactuar Thorns required to refine into Spd-Ups. Junction Speed
|
| attributes and Initiative. Check back every hour or so to do the |
| conversion, and you're done! This can also be used to get other |
| items you want with minimum effort. Pretty neat if you ask me.
|
--------------------------------------------------------------------WANT EVEN HIGHER STATS?
=======================
You should have really high stats after the intensive training. (If you want to
see what I got, they're in the character's section.) If you want even higher
stats, it's going to be difficult from now on. There are a few choices for these
too, but none of them are really efficient/convenient.
1) Steal/Find Sources
Those items that raise certain character's stats are back! (Although
they've been renamed into [something]-Ups.) Some bosses carry them
and can be won/stolen from them.
- Raijin is the best example of this. You can win/steal Str-Ups
from him during all 3 fights with him in the game. Remember if you
steal, you cannot win anything, if you wanna to win from him you
cannot steal. Sometimes the quantity varies depending on it you
mugged them or won them.
- There's also a Str-Up in the prison.
- You can mug 2 Magic-Ups from the left orbs where you fight NORG.
A Spr-Up is available for steal on the right orb.
- According to EDIelectric@aol.com, you can steal 2 Str-Ups from
the left portion of Mobile Type 8 and 2 Vit-Ups from the right.
Anybody know any other bosses that drop or carry these wonderful
Sources? Please e-mail me if you do.
With the easy cash trick above, you can make as many Sources as you
want, however, there are still 2 problems. The first one is that it's
still quite a slow process since they cost way too much already in
the first place! You need 1,500,000 Gil to make a single Str-Up, so
you need to do the trick about 5 times for each Source, and it can
get really confusing after a while. (I remember how I bought 100
Giant's Rings then didn't know what I did but I lost them all!)
The other problem is that you can only refine HP, Str, Mag and SprUps from this method. Vit-Ups CAN be made by turning Vit-J Scrolls
(bought in Timber Pet Shop) into Orihalcons, then into Adamantines
and then finally into Vit-Ups. The rarer Spd and Luck-Ups requires
extremely rare NON-store bought items (ie, Accelerators) so they
cannot be refined no matter how much money you have. (At least none
that I know of. Although there is a possibility that some of the
ingredients needed might able to be refined from another Menu Ability
with store bought items.)
You can steal a Luck-J Scroll from Odin and find another from doing
the Lake Obel quest, but I'd rather let one of my GF learn Luck-J.
Anyway, I can see one item that's (in theory) reasonably easy to
earn, that is the Adamantines. Get into a fight with the Adamantoises
(they come in 2s I think) and defeating (not mugging) them will net
you 2 of them! (You may need high level Adamantoises or I was just
very lucky.)
3) Eating enemies
Thanks to Happy Matt for this one. It was quite a long time ago when
he told me that Eden's Devour command can be used to raise your
stats. Ok, finally got the list, thanks to Happy Matt and Viki.
Ruby Dragon -> Max HP+10
T-Rexaur
-> Strength+1
Adamantoise -> Vitality+1
Behemoth
-> Magic+1
Malboro
-> Spirit+1
*Pupu
-> Speed+1
**Rinoa
-> HP+10
* Devouring Pupu's rather pointless, as you'll never be able to get
its card. A pretty big sacrifice.
** That's during the Adel battle, where she's on the enemy side of
the battlefield. However, your game will end when Rinoa dies anyway,
making this another useless Devour. (I can't remember who told me
about these 2 first, sorry.....)
NEW! Thanks to all who sent me a feedback on Devour, now it is
possible to Devour an enemy easily. Like the Card command, the lower
the enemy's HP, the higher the success rate. (Thanks to Joe Pirozzo,
Eekeric@aol.com and about a million other people, actually, more like
a multiple of a million.)
However, that's still only half of the story, as the HP of the
character who's trying Devour the enemy will also come in play.
Basically, it works like the instant death spells from the older FFs,
but instead of comparing levels, Devour compares you and the enemy's
current HP. So, the enemy has more HP than you, you'll be put to a
disadvantage, but if your HP is higher, it becomes reasonably easy to
succeed with Devour. (~5 tries if you do it right.) Thanks to Weilun
for the explanations.
SeeD rank: 15
Battles: 392
Escaped: 79
---Character report--Character
Enemies killed
Squall
56
Zell
20
Quistis
46
Seifer
87
Selphie
127
Rinoa
29
KO'd
18
7
5
0
1
2
Irvine
8
0
Edea
91
0
* Quistis didn't gain a single point of EXP!
621
-
Now here are my stats after powering up (note I did spend some time
on Devour.) I ditched Character report for this though.
Time: 73:08
---Battle report--Walked: 2,439,831
Won:
614
Battles: 694
Escaped: 80
occasions.
-> Menu Abilities
I think Menu Abilities are some of the best skills a GF can learn,
since it opens up a huge window of possibility where you can make
almost every item and magic with them, and most of these abilities
can complement each other to turn some crap items into useful
items/spells. However it becomes a pain in the butt when you want to
get a _specific_ item/spell and don't know where to start. Well, as
I've recently discovered, you can get a *full* list of the
ingredients needed and its products from the tutorial menu, but only
when you've learnt that specific skill. Neat feature huh?
-> GF
Like magic, summoning GFs ain't crucial in the success of this game,
although they can be useful in certain situations. The GF command is
useful, however, when you want to protect a character from attacks.
Let them summon a GF and it can absorb the damage for that character
if they get hit. In the mean time, have the other character cast Cure
on them. Remember that even though the GF's HP is put over the
character's, healing spells will heal the team member rather than the
GF. Also, always make use of the Boost ability if you can.
Try not to summon GFs that often later in the game, not even Eden.
Most bosses have really powerful attacks later in the game and are
really fast. GF's HP maxes out at 9999 and cannot be healed in battle
via any convenient way. Most of them can only deal up to 9999 damage,
not to mention you had to wait a while for them to get there. The GFs
are however, useful when you just KNOW that your character is going
to get KO'd (like via Omega's 9999 damage attack) so let your
character summon the GF and it'll take the pain for you.
The most useful GF is Doomtrain (IMO) and is worth the effort to
summon it in almost all battles. Cerberus is nice if you like spells,
Cactuar is nice since his attack is independent of the target's
defence while Eden is a big damage maker! Of course, try getting
their Compatibility with their master to 1000.
-> GF Management
Ah, here's an important task. You should choose an ability for the GF
to learn rather than letting them do whatever they want to. They'll
always learn the GF Abilities if you don't choose one for them, which
are among the least useful of the bunch. If a GF has the Boost
ability, then it's _usually_ a good idea to have them learn it first
since it's cheap and it's quite useful. However, you should switch to
Junction Abilities afterwards, then Character/Party. It really
depends on the GF. For example, Shiva has a bunch of useless skills,
nothing too great so let her learn Boost first, then Str or Vit-J,
since you should really boost your characters' stats with them. (And
because her other skills are not very useful.) Siren however, has a
really good Party Ability - Move-Find so you should start with that
one. As for Diablos, it's all about Character/Party Abilities, and
his Menu ones don't suck either. However, when you get to Tonberry,
you'll want his menu abilities such as Familiar and Call Shop first.
Use your own judgement. You should get all the useful abilities
before getting all the GF abilities like GFHP +10%. Check up on them
regularly to see how they're doing too.
-> Limit Break
(I prefer to call them desperation attacks or specials.)
You should try these often. They're only usable when your HP are low
(or with Aura) but keeping them alive isn't really a problem, if
junctioned spells into your Vit/Spr, you'll take very little damage
from attacks so you'll be able to stay in critical status longer. If
they're in danger then heal them, but you don't have to do it
immediately when their HP becomes critical. During bosses, you should
spend all your time Drawing spells from it then when your HP gets
low, dispatch them with your Limit Breaks. (That's why you don't
really need attack spells or GF summons all that much.)
To use Limit Breaks easily, repeatedly tap the O button to switch
between characters when your HP is low (or with Aura) and you'll
eventually get the triangle that signifies a Limit is available.
-> Quistis' Blue Magic
Anyway, you'll be evading encounters if you follow my guide, so how
are you supposed to get the items for her to her new Blue Magic?
Well, if you card an enemy, they can still drop an item. Also, if
you're keen card player like I am, you can also get those items by
using the card Mod Menu Ability. Some of them are really easy to get
your hands on, such as trading Gesper's card for a Black Hole. Some
of the better ones may require up to 10 cards! Such as 10 Behemoth's
into one Barrier or 10 Ruby Dragon's into one Inferno Fang.
-> Weapon upgrade
One thing I wanna get it straight is that you do NOT need to have
read a specific magazine that the weapon you wish to upgrade is
detailed in. Those magazines' purposes are to only indicate what
materials are needed for what weapon models. If you have all the
material a certain weapon requires, that weapon model will become
available when you enter a Junk Shop. For example, if you have 1
Adamantine, 12 Pulse Ammo and 4 Dragon Fang, you can instantly opt to
upgrade Squall's Revolver into a Lion Heart without ever touching the
first edition of Weapon Monthly. However, if you only have 11 Pulse
Ammo in your inventory instead of 12, you will not even see the Lion
Heart in the menu.
I don't recommend that you upgrade your weapon every time a better
one becomes available, since most of them differ very slightly in
power and hit rate. The only character who should modify his weapon
regularly is Squall since he gets a new move when he changes his
weapon. For all other characters it's a waste of ingredients. You
should however, upgrade their weapons when their most powerful model
is available.
-> Reviving
I always use Life instead of Full-Life since Full-Life is a rare
spell, and also, if you bring back a party member with Life or a
Phoenix Down, their status instantly becomes critical which means
they can use Limit Breaks easily. According to Jonathan Ng,
Alexander's Revive actually brings them to full HP, but since it's
free, use that one if you have it. (Actually, I prefer the Magic
command since it's much more versatile.)
-> Speed over defence
For some of the bosses, it's actually better to have a higher Speed
than Vitality/Spirit (ie, save the slot for Spd +20% instead of Vit
+40% or something.) The reason behind this is that certain bosses
like Ultima Weapon can kill you in one hit regardless of your
HP/defence anyway, so it's pointless having a huge defence with no
speed. Most bosses of this type has powerful attacks too so if your
defence is too low, it can also be hazardous. However, if you follow
my guide, you should get decent defence levels even without Character
Ability boosts (like 190+ etc.) Also, you may want to use Quistis'
Mighty Guard that gives you every positive status imaginable. Her
White Wind and Selphie's Full Cure are also extremely useful,
especially to deal with Square's trademark, the "down to 1HP attack".
When all fails, use a Holy War (Drink).
-> Stock or Cast?
Normally, it's a good idea to Cast a drawn spell so you don't have to
use up your stock, however, keep in mind that casting a drawn spell
directly works differently than if you casted it from your stock.
There seems to be a lot of randomness involved with casting a drawn
spell, as the damage can spread over a wide range! Casting a drawn
Cure for example, with a character with Mag of 8 can heal from 30 to
500+ points of damage! So if you need stable damage/healing, stick to
the magic command with stocked spells.
Two spells have a very strange effect when
and they are Demi and Full-Life. Demi will
less) than 1/4 of the target's current HP,
Full-Life will not always bring the target
the effect of the scrub version: Life.
If you don't want to spend 100 Gil to rest at the inn, no sweat,
here's an easier (and actually more convenient) way of healing
yourselves. Put Selphie in the team and lower her HP to critical. Get
into a fight and cast Full Cure from her Slots. It will heal all your
HP and status, and since MP is absent from this FF, it means you're
as good as new!
-> Spell disposal!!
Thanks to John Calvin <jexer@hotmail.com> for this trick
It's a wonder that so many FFVIII players (including myself) didn't
discover that there was a way of discarding unwanted spells! Anyway,
what you do is go to the Magic menu and select Exchange. Highlight
the spell you wanna dispose of and press the Square button. A message
will pop up asking if you want to discard the spell. Select Yes and
voila! Gone! Neat trick huh? (Actually, selecting "Use" does the
same. Thanks to Weilun <tionghui@singnet.com.sg> for the correction.)
-> Draw Points get paid
As you've already know, Draw Points will recover after a "while". How
long is a while? It seems that (certain?) Draw Points recovers every
time you receive your SeeD salary. I may be wrong though, but
sometimes when I drew from a Draw Point and gets paid when I walk
away, it magically recovers!
Of course, certain Draw Points will not recover at all. If it turns
blue instead of white then it cannot be recovered. If it's a spell
that seems to be way too advanced for that period in the game then
it's probably non-recoverable.
-> Draw Points: Overworld or underworld?
The Draw Points on the field map are completely different. First off,
the field map Draw Points are spherical shaped, while the over world
Draw Points "exists" over a part of the land. (Meaning that they have
no material form.)
Also, overworld Draw Points are completely invisible, even equipping
Siren's Move-Find ability won't show their whereabouts. They usually
occupy coastal areas, edges of mountains and various other "corners"
of the world, so search those places if you're keen.
Finally, the over world Draw Points are extremely inefficient because
the most number of spells you can draw from it at one time is 5
charges! (I usually get 1!!) Compare that with 15 for field map Draw
Points and 9 per round in combat (unlimited.)
-> Gravity is NOT GF-friendly
Gravity type attacks can never kill you right? Yes, but only if
you're a human. What do you mean you ask? Well, the problem lies when
a character is summoning a GF. Apparently, the game uses the
summoner's current HP and NOT the GF's, so if your character has a
very high current HP and your GF has relatively low current HP, it
can actually kill them! However, if your character has low HP while
the GF has high HP, the damage are comparable to bug bites.
-> Vitality Zero or Spirit Zero?
I guess you all have heard of the Vitality Zero status (shown in
battle by a purple tint.) Anyway, that's misleading as magic defence
(ie, Spirit) is also lowered! Try summoning Doomtrain twice in a row,
you'll notice that the damage dealt by the second summon has been
raised significantly.
-> A good combo
Try junctioning 100 Drains to your ST-Atk and equip the Darkside
command. Use it and not only will you deal 3 times the usual damage,
you'll also gain drain a huge amount of HP. I've forgotten who told
me about this though, sorry...
The only flaw to this trick is that you'll never recover to your full
HP. Remember that the penalties for using Darkside (lose 10% HP)
takes place AFTER the attack, so you'll always end up with only 90%
of your total HP.
-> You have been deceived!
Well I'm not sure if you guys ever heard about this thing saying that
all monster's levels are determined by Squall's level. That's WRONG!!
*Gasp* Yup that right, the enemy's levels are determined by the
_average_ of your (active?) party member's levels, or so it seems,
because when I levelled up Quistis and not Squall, the enemy's levels
are a LOT higher than Squall's. This is just an estimated prediction
though so don't quote me on this, but it's a pretty good estimate I'd
have to say. (The regular deviations in enemy levels are still there
though.)
-> To draw, or not to draw
The field map Draw Points seems to have 3 states. The "empty" state
where the ball is colorless. There seems to be 2 drawable states
though, "full" and "semi-full". In its "full" state, the orb is
filled completely with vibrant purple colored stripes. The "semifull" state seems to have a very faint tint of purple color and less
number of stripes. Sometimes it's very hard to tell whether a Draw
Point is "empty" or "semi-full", since the purple present in "semifull" Draw Points is very vague.
The difference between "full" and "semi-full" Draw Point is the
number of spells you can draw. You always seem to get 2 or 3 charges
if you draw from a "semi-full" draw point, but the "full" states
gives you a minimum of 6 to a maximum of 15. The fast recovering Draw
Points (like the ones in the Shumi Village) seems to yield "semifull" Draw Points more often than not.
-> Gain skills even quicker
Christian Groff <epoch@texas.net> suggested to learn certain skills
with items and not AP, which is a really good idea. Here's a list he
sent me:
Steel Pipe: SumMag +10%
Star Fragment: SumMag +20%
Energy Crystal: SumMag +30%
Samantha Soul: SumMag +40% (for Bahamut, Doomtrain and Eden)
Healing Mail: GFHP +10%
Silver Mail: GFHP +20%
Gold Mail: GFHP +30%
Diamond Armor: GFHP +40% (for Bahamut, Doomtrain and Eden)
Healing Ring: Recover (Leviathan)
Phoenix Spirit: Revive (Alexander)
Gambler Spirit: Card (Quezacotl)
Bomb Spirit: Kamikaze (Cactuar)
Knight's Code: Cover (Brothers)
Monk's Code: Counter (Carbuncle)
You can also use these items to teach a GF an ability that it wouldn't normally
learn. For example, the Card command is learned only by Quezacotl, but you can
teach it to a GF of your choice. Since some FF8 players swear by the Card
command, it may actually be a good idea, as you'll card enemies MUCH faster.
There are many more items out there that lets you learn new skills,
so search for them. Note however, there are no items to aid learning
Menu Abilities.
-> What to unlearn
Later in the game, it is wise to buy Amnesia Greens from the pet shop
and use them to help a GF forget an ability. All GFs can learn 22
skills at once, but you need to free up slots in order to learn new
ones with items. This is important because you need to split your GFs
six ways right before fighting Ultimecia, and you'll need enough -J
abilities for all your major attributes for all characters. So here's
my recommendation on what to forget:
* If a GF has Elem-Defx2 or ST-Defx2, forget Elem-Def or ST-Def
won't hurt, since having multiple ones won't grant any special
effects. -Defx4 abilities acts in a similar way.
* If you always pair together certain GFs, you get forget the Item,
GF, Magic and Draw commands on one GF, since every GF has those 4
abilities.
* When a GF's max HP is already 9999, forget a GFHP+??% probably
won't lower it by much. (Especially for the GFs near the end.)
* If you never summon a GF, you might want to forget their GFHP+??%
or SumMag+??% skills. At LV100, most GFs reach the 9999 damage cap anyway,
especially with Boost, so if you're desperate for slots, taking off a 10% or 20%
won't do anything to lower the damage.
* You might want to delete the "Bonus" skills after you're done
with them.
* You may want to forget any HP, Str, Vit, Mag or Spr+20% if you
have 40%, since a 40% is enough to raise the stats to max after
powering up. (You can even delete Bahamut's Str and Mag+40% since it
has +60% available.)
* I personally don't like Elem-Atk very much so... (More than 6 GFs
have that next-to-trash ability anyway.)
However, do NOT delete any Menu Abilities or other unique and
otherwise irreplaceable skills, such as the Devour command or AutoHaste etc. Don't forget any "rare" skills either, like anything that
boosts Hit, Evade, Luck or Speed.
-> Another good combo
Thanks to Iaian Ross <hyuga_ricdeau@hotmail.com> for this trick.
This is a good use for the "useless" Zombie spells. Junction 100
Zombies to your ST-Atk and it will turn enemies into undeads.
Afterwards, any reviving method will kill them in one hit, like Life
spells, Phoenix Downs and the best of all, the Revive command ('cuz
it's free.) This is a good way of dealing really high HP/powerful
enemies like the ones on the Island Closest to Hell.
-> Perhaps the best combo of all...
It's (of course) critical status + Aura status!!! That way, your
character will have a 90% chance of executing their best Limit Breaks
(if they're random.) I've tried this on Zell when facing Omega Weapon
and all four Duels came in 12 seconds!!! (No need to say, I trashed
Omega and flushed him down the loo.)
Aura, even Angel Wing! Make sure you slap up all you need before going
invincible.
-> Fun Scan trick. :)
Thanks to Katman <cgalli@teleline.es>
If you thought Scanning Rinoa in Adel's fight was fun, get a hold of
this. Most players don't realise that you can cast Scan on your own
party members. As a result, you can read some interesting info on the
playable characters. For example:
Quistis
Uses enemy magic she has learned. Attacks with a whip when in danger.
Cool huh? I'm gonna list all 9 playable character's info here later.
Thanks for this fun trick. :)
-> Card and item glitch? Very likely. ;)
Thanks to Catherine Fletcher <digimitch@prodigy.net> for this
"I would also like to submit a question/cheat that needs no Game
Shark or something like that. I own both PC and Playstation
version of FF8. When i'm playing a previously saved game, and end
it by getting a Game Over, not by turning off the system, i
create a new game. When i do this it randomly selects many useful
items and cards. For instance, it gave me "Gambler", "Vit-J",
etc. to teach my GFs abilities with out getting AP. The cards it
would like give me 44 Fuijin and Raijin cards and 50 Behemoths.
These are just a few cards. whe i win cards like MiniMog, it will
give me like 5 MiniMogs intead of 1. This glitch/cheat works for
both systems(PC/PS). My question was, do you think this is just a
glitch or could it be a real cheat?"
I think it's a glitch. I haven't tried it out though.
Marl Lieberman <lman@flashmail.com> also reported starting a new game
with maximum time and Gil. It's likely to be another bug.
-> Gain stats-boosts... the easy way.
Thanks to Aaditya V. Rangan <rangan@math.berkeley.edu>
Basically, to avoid the tedious process of making money and refining
sources manually, just use a programmable pad. I don't expect many of
us gamers to have one though.
Anyway, you'll probably have to do this in 2 steps. First step is to
program the pad with a macro that will refine the potions and sell
them for a high profit. Do this for an hour or two and then carry on
with the second step, which will be purchasing ingredients and
refining them into the stats-boost of your choice. All very technical
stuff, I guess people like me, who's still trying to work the stone
wheel, should not tempt with the advanced technology such as this.
-> Queen-of-Cards Cards... the easy way? Perhaps....
Thanks to Brian Lennon <bowie_knife@hotmail.com>
"I discovered a new trick that I
before. This makes the Queen of
she's in Balamb, you gotta lose
game. Then, wait until she goes
ask you for a certain card. Keep offering to play until she makes
the DIRECT rule. Lose the card she wants, but gain one of your rare
cards back. Now, instead of moving to another region, she'll ask you
for another card!!! Repeat this until you lose Alexander. Then,
fetch Doomtrain, give that to her, get the other cards, and it'll be
done WITHOUT having to chase her all over the world!!!
This sounds really weird, but according to Brian, it works... Of
course, I know what you are thinking of right now and YES THE DIRECT
RULE STICKS after you are done. Quite a messy situation to put
yourself in if you ask me. The choice is yours. Whether you want to
chase the Queen around the world and resetting lots to get what you
want (which I actually prefer) or do it the easy way with a serious
drawback, it's your call. You can probably get all the card you want
from the Dollet region before starting this trick though.
More tips comin' up.
CHARACTER EVALUATION
====================
Like my previous FAQs, I'll detail each character in this section,
with their strengths, weaknesses, Limit Breaks and some other stuff.
BTW, if you were wondering about the stats my characters had, they're
in this section.
I've found out something quite interesting from this second time
through the game. The character's stats at level 100 will always be
the same! So it seems that this game uses fixed level up stats boosts
instead of random ones like in most other RPGs.
The one on the left is my "test run" score and the one on the right
is my best score, also the maximum you can get from equipping the
Bonus abilities. Note only HP, Str, Vit, Mag and Spr have the MAX
values, since all the other ones don't change. MAX HP is calculated
since I never equip HP Bonus.
(Note all stats are of the character at level 100 with their BEST
weapon, meaning higher Str and Hit. Also, none of them are junctioned
in any way.)
---Squall Leonhart--HP
Str
Vit
Mag
Spr
4187
162
124
130
117
MAX
6977
170
134
138
129
Spd
Luck
Eva
Hit
37
22
3%
255%
trigger (ie, the R1 button) at the exact time as the wave reaches the
box near the left, and a "hit" will register, meaning that single
attack will do 1.5 times of normal damage. (Very much like his normal
attack.) Otherwise you'll miss and get no damage bonus for that
single hit (and likely to screw up the timing of your next attack. I
can never get the remaining hits right when I miss the timing.)
You'll get the "Perfect" message if you timed every hit right, but it
doesn't mean anything in terms of combat.
I think each hit does about as much damage as his normal attack, or
perhaps slightly more. His Limits are dependent on Squall's Strength.
Note this is non-elemental even if you've junctioned spells into his
Elemental-Atk.
Randomly after executing the 4-8 hits, Squall may execute a finishing
blow. Note the chance of Squall executing his finishing blow will NOT
increase if you get a "Perfect" for the initial Renzokuken hits, it's
just random. Squall will start the game with his most basic finishing
blow, Rough Divide and the rest can be gained from upgrading his
gunblades. Note however, not all models of the gunblade come with a
finishing blow, just some of them.
The initial Renzokuken hits are single targeted but a couple of his
finishing blows can hit all enemies on screen.
Gunblade model
Revolver
Shear Trigger
[Other models]
Lion Heart
=>
=>
=>
=>
Finishing blow
Rough Divide
Fated Circle
Blasting Zone
Lion Heart (aka End of Heart)
Ok, execuse me everyone, but the gunblade theory I had last time was
TOTALLY wrong! Thanks to Iaian Ross <hyuga_ricdeau@hotmail.com> who
informed me about this.
Anyway, it seems that whenever you upgrade Squall's gunblade, he'll
gain the finishers that model grants AND all the finishers below it.
In other words, Squall does not learn the finishers but the gunblades
comes with certain finishers learned. For example, Squall upgrade his
Revolver to a Cutting Trigger (skipping the Shear Trigger), he'll be
able to use not only Rough Divide and Blasting Zone, but Fated Circle
as well, since the Cutting Trigger is more advanced than the Shear
Trigger.
Because of this, the theory of increasing the chances of executing
Lion Heart by upgrading the Revolver to a Lion Heart and thus trying
not to learn Fated Circle or Blasting Zone would not work. Sorry if
the previous theory gave anyone any trouble.
Note: Fated Circle and Blasting Zone hits all enemies, however, if
enemies are affected by Sleep prior to Renzokuken, the enemies which
Renzokuken was not targeted on but was hurt by either of the above
finishers will NOT wake up!
-Rough DivideThis is what Squall used on Seifer in the intro FMV. Squall runs
towards his target while while sliding the blade across the ground,
then he leaps into the air bringing up rocks and a huge vertical
shock wave damaging the enemy. This looks pretty cool but does more
damage of that of a regular Renzokuken hit. Critical happen often
with this!
-Fated CircleSquall will leap into the air and spins around with his blade on his
way down, forming a ring shaped sonic boom-like force that cuts all
enemies, then explodes into flames. Not a very powerful move, but
stronger than a Renzokuken hit.
-Blasting ZoneGosh this takes ages! Squall gets surrounded by a whirlwind-like
force field as he extends his gunblade up into the air. A vertical
beam force lengthens from the blade and extends out all the way into
space, then Squall brings his blade down as strong gale hurts all
enemies. I don't like this very much as it only does slightly more
damage than Fated Circle but lower than Rough Divide, and takes ages
to animate. Extremely pointless but seems to be the finisher that
gets triggered the most in the long run.
-Lion HeartThis was originally named "End of Heart" in the Japanese version
which was a much better name. Squall rushes to the enemy and
uppercuts them into the air, then leaps into the air and beats them
up with 16 hits of his gunblade, ending with a flashy diagonal
strike. Then the enemy drops back to the ground.
This is the most powerful attack in the whole game. Squall executes
exactly 16 hits (thanks to Qualera) and each hit usually does 9999
damage. (Less against enemies with REALLY high defence, but the
damage never really goes below 9000 per hit.) Can kill most bosses in
one hit except Omega Weapon and the last form of the last boss. Note
there's an extra hit when the enemy drops back onto the ground
afterwards, making it a total of 17 hits!!!
---Quistis Trepe--HP
Str
Vit
Mag
Spr
3883
161
118
132
121
MAX
6643
163
122
134
126
Spd
Luck
Eva
Hit
34
21
3%
107%
Comments on stats: Quistis has the worst overall stats of the group
it seems but since her Limit Breaks are some of the best, Quistis
stands out in the game as the best character, IMO. Very pretty too,
and looks a LOT like Aya! :-)
Limit Break: Blue Magic
I've always loved Blue Magic in the series. Blue Magic started all
the way back in FFV where it's the specialty of Blue Mages, since
they can only learn new spells through being hit by it, the game
balances them out by giving them the ability to use better equipment.
In FFVI, only Strago the Blue Mage can use Blue spells (Lores) and he
has a few decent ones like Grand Train, but it still made him a less
useful character. In FFVII, Blue spells were named Enemy Skills and
can be learnt by the corresponding materia. They were really useful
though, especially in the Battle Arena since they count as YELLOW
materia, not Green, so you'll still be able to use spells when your
Green materia breaks.
Anyway, Quistis's Blue Magic are a bit different since she does not
learn them by being hit as the enemy casts them like in the previous
fantasies, instead, you have to use certain items that can be won or
stolen from enemies on her. Some of her better ones are really hard
to get though (Ray Bomb, Shockwave Pulsar, Mighty Guard, Homing Laser
etc.) Blue spells have always worked in strange ways so even though a
certain attack is generally more powerful, another attack may do more
damage than it under certain circumstances.
There are a few great things about Quistis' Blue magic too, because
she has a great variety of them and she has one for every situation
(ie, multi-target attack, instant death, elemental, status, gravity
elemental, healing and defence!) Her spells are also extremely
dependable, and she's the ONLY character who has non-random Limit
Breaks. The disadvantage of it is that she has the least damage
potential.
Note: None of Quistis' damage dealing Blue Magic (except Gatling Gun)
can be blocked, meaning the damage cannot be halved by both Protect
and Shell. Likewise, no Blue Magic can be reflected. Also, despite
that they're enemy skills, they work NOTHING like the enemy's
version. I'll describe the differences (if any) below.
-Laser EyeUsed by: Belhelmel has it as a counter attack
Learnt from: None, initial spell
Quistis starts the game with this. She turns away from the enemy then
release a green beam of laser from her eyes and hurts the enemy. It's
fairly weak (~200 damage at the start of the game but can get a bit
stronger.) It's cool to watch though and actually does fairly decent
damage if you power Quistis up.
I think the Belhelmels only use this as a counter attack.
-Ultra WaveUsed by: Caterchipiller
Learnt from: Spider Web
Defeat Catachipillers nets you this, they're really common. You can
also get it from changing Catachipiller's card into it.
Quistis damages all enemies with pink spiral waves that pop out from
her body. This damages all enemies and does 300+ damage near the
start but I think Laser Eye is generally more powerful.
-ElectrocuteUsed by: Cockatrice
Learnt from: Coral Fragment
I think steal/defeating Cockatrices can get you this. I got it by
trading Creeps' card for it.
Quistis released countless golden lighting bolts from her body and
fries all enemies, looks a lot like Vincent's Limit Break in FFVII.
Kinda weak if you ask me though. This is like Trine from FFVII, which
is weaker than Beta (Fire Breath) and Aqualung (Aqua Breath). I
usually don't bother with this as even against robots, her other
attacks does more damage.
and Berserk. Maybe Curse as well. I'm not too sure about Vitality
Zero though. I use this on annoying enemies and paralyze them so I
can draw from them.
NOTE! If Quistis' condition is really bad (ie, below 1% health,
status etc) Bad Breath will kill all the enemies (vulnerable to death
attacks) in one hit!!!!! Which does the same thing as LV1 Death (LV?
Death at its best!)
Geezard has a Bad Breath attack as well, but it's completely
different, as it deals damage rarely a status, it also looks very
different.
-White WindUsed by: Adamantoise
Learnt from: Whisper
Steal from high level Adamantoise
Soothing wind blows out of nowhere and surrounds the team. This is
the second best healing spell in the game (and again, next to
Selphie's Full-Cure, which is the best) and comes really useful in
later fights, makes Quistis a very useful character. This works
differently than all its previous incarnations in that is cures the
difference between Quistis' current HP and her maximum HP. For
example, Quistis has only 1 HP left and her maximum HP is 9999, White
Wind heals 9998 to all members in your party. It does NOT cure status
ailments though, like it did in FFVI and FFVII.
This is different from Adamantoise's version because they can heal
about 5000+ damage when they're at FULL HEALTH!!
-Homing LaserUsed by: Mobile Type 8, Elastoids
Learnt from: Laser Cannon
Steal from the Mobile Type 8 boss. I think you may also steal from
Elastoids for it too.
Quistis releases 3 beams of laser that homes in on the enemy. I got
this really late but I wasn't disappointed, as the Mobile Type 8 boss
has this attack but it's really weak. It can do about 7000-9999
damage (later in the game) but only works on one enemy. I like to use
this on Adel at the start of Disc 4 when you HAVE to use a single
target attack on her.
-Mighty GuardUsed by: Iron Giant, Behemoth
Learnt from: Barrier
Steal/kill Behemoths or trade 10 of its card for it.
A translucent blue globe envelops each character in the team. This is
the best Final Fantasy Blue spell at it's best! The effects of this
spell will also vary. It will only put Protect and Shell on all
members at its early stages, but Regen is present when Quistis is
hurt bad, then Float and Haste are a bit rarer. The most useful
status (and rarest) is Aura, effectively giving your team defensive,
offensive and speed advantage over the enemies. You'll be using this
spell a lot later in the game, especially against bosses like Omega
and Ultima Weapon.
The Iron Giant's version will only give them Protect and Shell.
4018
163
122
132
116
MAX
6778
164
125
134
119
Spd
Luck
Eva
Hit
35
20
3%
103%
Comments on stats: Zell's one of the better ones. He's very strong
and gets good HP, Vitality and Strength. His Magic is also pretty
good but has low Spirit.
Limit Break: Duel
Zell uses a mixture of that of Sabin's (FFVI) Blitz and Tifa's
(FFVII) Limit Breaks. Like that of Sabin, you must press certain
buttons in a certain order to execute the move, each move has a
different combination. However, like that of Tifa, Zell can chain
together multiple martial arts attacks together, forming a long chain
of deadly combos. You're given a time limit to munch in the
combinations required for Duel and the chain combo ends either when
the timer reaches zero, or when a finishing blow is executed.
Zell's Duel has 4 different time intervals, and as his condition
worsens, his chance of getting a longer interval increases. Duel can
Does about 2 times the damage of his weak attacks and that's it! It's
not worth the effort!
-Meteor BarretCombination: Up, X, Down, Triangle, O
Combat King issue: 003
Prerequisite moves: Punch Rush, Dolphin Blow
or: Booya, Meteor Strike, Dolphin Blow, Mack Kick
or: Booya, Heel Drop, Mach Kick, Heel Drop, Booya,
Punch Rush, Mach Kick
Zell leaps into the air and gathers a green energy bolt in his hands.
Then he glides down followed by a trial of energy like a comet and
punches the enemy as they collide, and (supposedly) passes through
the enemy as it explodes. This looks cheap when Zell is supposed to
pierce right through the enemy, but I suppose the PlayStation's
polygon power ain't as advanced to handle such animations. (Or maybe
it's too violent but I'm hoping for the former.)
The damage isn't all that great either but I sometimes use this as a
"stylie" finisher after my combos, and I time them just right to fit
in this! (See below.)
-Different BeatCombination: Triangle, Square, X, O, Up
Combat King issue: 004
Prerequisite moves: Booya, Meteor Strike, Booya
or: Booya, Heel Drop, Mach Kick, Heel Drop, Booya
Zell kicks the enemy into the air, jumps up and air-combo them with
kicks then stomps them as his legs get surrounded by pink energy.
This is probably my favourite finishing blow as it looks cool and is
very damaging.
-My Final HeavenCombination: Up, Right, Down, Back, Triangle
Combat King issue: 005
Prerequisite moves: Booya, Heel Drop, Meteor Strike
or: Booya, Heel Drop, Mach Kick, Punch Rush
Zell holds his fist and sprints forward past the enemy and runs
around the globe like Superman (as if his Meteor Barret ain't
enough!) He gets back to the battle field and comes to a stop just
behind the enemy, and his momentum are released as a fiery explosion
that sends the enemy head over toes up into the air.
Looks kinda cool but does abut the same damage as Different Beat.
Alright, EdwChang@aol.com has convinced me that this is better than
Different Beat since it targets _ALL_ enemies while Different Beat
hits just one. Uh.. not much else to say about this but you might
wanna see this at least once but I don't find this move exceptionally
useful.
Tips
- Learn a few links to some of your favourite moves. There's
nothing wrong with referring to the screen listing all the attacks
that can be executed after the current attack, especially when you're
trying it out the first few times. You should be used to a few links
and should be able to remember the button combinations to all the
normal moves if you practice a few times. Here are some combinations
that I found useful, feel free to submit more if you like:
* - Armageddon Fist - (started by Kaze Yagami<yagami@pacific.net.sg>)
Booya, Punch Rush, Booya, Punch Rush, repeat.
The 2 basic attacks are simple to tap and does decent damage. The
damage is around 4000 per attack later in the game, and try junction
spells to Zell's Luck attribute as a critical can do 9999 damage! You
should be able to execute ~20 moves for the 4 seconds interval!!!
What's even better about this is that it can be accommodated easily
if Zell's starting attack changes.
* - Grand-Calamity Symphony - (by James Wennberg)
Booya, Heel Drop, Booya, Heel Drop, repeat.
The Armageddon Fist killer. Heel Drop does more damage than Punch
Rush and is just as easy to do, can significantly increase damage
when does with a 12 second Duel. Give it a try.
Another cool thing about GCS is that you can easily refine it into a
stylish My Final Heaven easily, just add Mach Kick and Punch Rush
after Heel Drop when your clock is running low.
* Booya, Punch Rush, Mach Kick, repeat.
or: Punch Rush, Mach Kick, Booya, repeat.
These 2 are identical the only difference is the starting move
(remember how the starting move differs depending on the time
interval you get.) This is also identical to Armageddon Fist except
Mach Kick is added. I used this to take out the X-ATM092 boss in
Dollet and it's really a killer. I like Mach Kick since it does more
damage than the basic attacks and isn't really all that hard to use.
* Punch Rush, Mach Kick, Dolphin Blow, Meteor Strike, Dolphin Blow,
Mach Kick, Meteor Barret
I hope I got this in the correct order. Anyway, practice this and
it's PERFECT for the 4 second interval. Of course, this don't work
very well on bosses because of Meteor Strike, but this is what I used
on the enemies on the Island Closest to Hell when training Zell, and
it's a killer to the enemies there because of Meteor Strike. Also,
the Meteor Barret makes a stylie finish.
* [Starter moves], Meteor Strike, Heel Drop, Meteor Strike, Dolphin
Blow, Meteor Strike, Heel Drop, repeat
(Thanks to Qualera for this chain combo)
This is another great combo for high HP enemies since you can use
Meteor Strike _every other turn_! Geez, imagine how long you can
toast a Ruby Dragon with this. Anyway, the [starter moves] will be
different depending whether you've gotten Booya or Punch Rush as your
first attack.
For Booya: Booya itself will lead to Meteor Strike
For Punch Rush: Try Punch Rush, Mach Kick, Dolphin Blow
- Later in the game, you'll wanna avoid using finishing blow as
much as possible, since they take ages to do and their maximum damage
limit is still only 9999. Each normal blow can do 4000-5000 if you
have 255 Strength and a critical hit nets you an instant easy 9999.
- Against normal enemies with high defence and HP, release Meteor
Strike as often as possible. Meteor Strike is essentially one of
Zell's best attacks as it's independent of his Strength and target's
Vitality. So even if you have very low Strength and fighting a level
100 Ruby Dragon, you can do 9999 with every blow of Meteor Strike
while your other moves takes out less than 1000.
- There are some people who think that if you want to use a Duel
finisher, you can only execute the pre-requisite move and nothing
else. Well you are WRONG!!!!! You can execute any move as long as the
pre-requisites are done in order after those moves. There are people
who thinks that to use My Final Heaven and Different Beat, Zell must
start with Booya (and therefore, only useable in the 8 or 12 second
intervals.) That is NOT correct. You can chain a Punch Rush in front
of it or even a Booya, Punch Rush, Mach Kick in front of the prerequisite Booya if you want to (and if you're quick enough!)
- Thanks to Ian Wee <brenanne@cyberway.com.sg> who said that Zell's
Combat King are exactly like the weapon magazines. You CAN use his
Duel moves WITHOUT actually reading the magazines. The magazines will
make the move available in the menu though, and that scroll that
tells you what moves can link after your move in battle. Of course,
you HAVE to use a move that can link into the move you want to do
though, just like a normal Duel.
---Rinoa Heartilly--HP
Str
Vit
Mag
Spr
4181
180
115
148
123
MAX
6851
186
120
162
126
Spd
Luck
Eva
Hit
36
22
3%
107%
Comments on stats: Whoa! Gosh, she's the girl with god-like stats!
Too bad that her Limits are trashy. I think she is supposed to have
good stats to offset her attacks. (If you can remember, she also has
really good starting stats when she first joins!) Her Str and Mag are
among some of the highest I've seen. She needs only 100 Meteors to
bring up Strength up to 255.
Limit Break: Combine
Rinoa is the only character in the game who has 2 completely
different sets of attacks, Angelo skills and her unique Angel Wing
status.
Angelo
Angelo is Rinoa's dog who is actually really smart and can learn
various tricks to aid Rinoa in battle. I think Angelo skills were
originated from Red XIII's Limit Breaks in FFVII and a bit from
Shadow's dog, Interceptor in FFVI. Angelo skill comes in 2 types,
automatic and manual. The automatical skills can take place randomly
in battle, given that certain conditions are met, while a random
manual skill will be executed when Rinoa uses her Limit Break from
the command window in battle.
Unfortunately, most of her Angelo skills are mostly crap, and since
it's random, it can also be very weak compared to the others later in
the game. She has a couple fairly decent ones though, so you might as
well make the use of them. The damage dealing Angelo attacks are
dependent on Rinoa's Strength.
To learn new Angelo skills, you must buy or find Pet Pals magazines
from around the world. You must read them too (use it in the item
menu) then the skill's name will appear in Rinoa's status menu along
with Angelo's other skills. A full bar represents that skill has been
mastered. Select a skill that you wish to learn and walk with Rinoa
in your team and you'll eventually learn the skill. (Note some skills
like Wishing Star can take a very long time to learn.)
The below 4 skills are manual skills:
-Angelo CannonPet Pals issue: None, initial attack.
Rinoa whistles for Angelo who runs onto the screen and jumps onto
Rinoa's extended arm, then Rinoa launches him like a rocket that
hurts all enemies with a fiery explosion. Then Angelo gets a bone for
his hard work.
An ok attack I guess, since it targets all enemies but gets less
useful as the game progresses. It can do 9999 damage to all enemies
later in the game though, but that's nothing compared to what the
boys can do.
-Angelo StrikePet Pals issue: 1
Angelo runs onto the screen to the enemy, grabs them somehow and
takes them into the air with him. Angelo rotates about 1080 degrees
and slams the enemy back onto the ground for big damage.
This is a lot stronger than Angelo Cannon but targets only one enemy.
The damage is quite strong though, about maybe 2000+ earlier in the
game. However, since the damage maxes out at 9999, this will actually
be WEAKER than Angelo Cannon later in the game, which can also do
9999 damage but targets all the enemies. You may want to abandon this
move so the chance that Rinoa executes one of her better ones
increases.
-Invincible MoonPet Pals issue: 3
Looks a lot like Red XIII's Howling Moon if you ask me. Angelo runs
into battle, gets surrounded by silver energy waves (like a certain
Red XIII Limit Break) and jumps into the air with a silvery moon in
the sky. A curtain of translucent lights envelops all allies and they
turn transparent.
This well may possibly be Rinoa's best Angelo skill, as an invincible
character is immune to all damage and status (even positive ones) and
the effect is identical/better than a Holy War (Drink) since it's
free. This skill has a fair chance of being executed and I think the
effect lasts longer as Rinoa's level increases.
-Wishing StarPet Pals issue: 6
Rinoa and Angelo runs towards the enemy and disappears while the
Note that this is actually a status, which means that it will have no
effect while Rinoa is in the Invincible status (Invincible Moon.)
Rinoa is immune to Berserk, Silence and Confuse status while in Angel
Wing. Also, her spells ain't THAT random as there are certain spells
that she will never use, such as any aiding/healing/reviving spells.
The power of her spells is also dependent on Rinoa's Magic attribute.
Note! EdwChang@aol.com told me that what spell Rinoa casts is based
on the spells in her stock even though it doesn't use up a charge but
he doesn't know if having a high number of a certain spell being
stocked is going to raise the chance of that spell being cast.
Happy Matt was able to confirm this query. He told me that he used
Varly (aka Angel Wing) with Rinoa when she had absolutely no spells
stocked. The result: Rinoa can only execute regular _physical_
attacks like Berserk without the damage bonus!
There's still much to discuss about Rinoa's Angel Wing, -Skrybe<skrybe@hotmail.com> have sent me the complete list on what Rinoa
will and will not cast through Angel Wing.
These spells CAN be used in Angel Wing: Aero, Berserk, Bio, Blind,
Blizzaga, Blizzara, Blizzard, Break, Confuse, Death, Demi, Dispel,
Drain, Fira, Firaga, Fire, Flare, Holy, Meltdown, Meteor, Pain,
Quake, Scan, Sleep, Slow, Stop, Thundaga, Thundara, Thunder, Tornado,
Ultima, Water, and Zombie.
These spells CANNOT be used in Angel Wing: Aura, Cura, Curaga, Cure,
Double, Esuna, Float, Full-Life, Haste, Life, Protect, Reflect,
Regen, Shell, and Triple.
I'm sure you guys have also heard of the secret spell Apocalypse, a
spell that can only be drawn from Ultimecia. Anyway, you _can_ get
them via a GameShark, so it is possible that Rinoa will cast
Apocalypse through Angel Wing, since it's just another version of
Ultima. Selphie's Slot spells can also be cast through Angel Wing (if
you got them stocked via a GameShark) these includes: The End,
Rapture and the dummied out Catastrophe and Percent. Full Cure and
Wall cannot be cast, obviously.
*NEW* I have played around with Angel Wing and it seemed that getting
rid of SOME of the status spells don't help very much, it seems what
spells she'll cast in a given round is affected by spell types:
status or damage dealing. If you have at least ONE status spell,
she'll use that spell whenever the "Angel Wing spell indicator" says
Status.
For example, if you have Thundaga, Ultima, Meteor, Demi, Holy, Flare,
Water and Confuse stocked, the chance of casting Confuse will not be
1/8, but more like 1/2 (I'm not too sure about the Status/damage
spell ratio though.) So having more status spells stocked will not
mean casting status spells more frequently but more like casting a
larger variety of them. It's kinda confusing to explain, did someone
cast Confuse on me or something?
So the moral of the story is, get rid of ALL your status spells if
possible, because if you have at least one useless status magic, she
will still cast it frequently. However, 2 spells counts as both
status and damage dealing, they're Meltdown and Drain, but I'd say
you keep those 2. Scan and Dispel fits into neither category, but
3680
157
115
136
123
MAX
6440
162
120
141
130
Spd
Luck
Eva
Hit
37
26
3%
255%
Comments on stats: No too bad. She's kinda weaker physically but has
very good Magic stats. Her Speed is decent though and she's the
luckiest character in the game. Her best improvement is probably how
her best weapon has a 255% hit rate, meaning she can no longer miss
the target with her regular attacks.
Limit Break: Slots
Selphie's Slots is completely different to Setzer and Cait Sith's.
Selphie can cast any spell up to 3 times in a row. Her Slots window
will show a random spell with a random number of times that spell
will be cast. If that's not the spell you want, you may select "Do
over" which will bring up another spell. When the desired spell comes
up, you may select "cast" to cast it. These spells will not consume
Selphie's stocked spells so use them as often as you wish.
Note time does not stop as you select your spells, even with the
"Wait" option. (The Wait option sucks in this game anyway.) So
spending too long on her Slots trying to get better spells can be
dangerous.
Selphie has 4 unique spells on her Slots too, and they're all good
ones. At the beginning of the game, you may only get crap magic like
Fire but she'll likely to get better spells as her level does up.
(ie, Ultima may have about a 1% chance or less of showing up while
she's at level 10, but at level 100, Ultima comes up quite often.)
Note if a certain spell is cast multiple times, the targeting is
random and it's not very effective if you ask me! When you come up
with say a positive status spell (like Haste) cast 3 times, it never
works so that each member on your team gets a dose, which wastes the
spell. (The spell will always be cast on the same member twice.)
Below are the 4 unique spells Selphie that can be cast only with her
Slots. Note none of these can be cast multiple times, since they
don't need to be. When you cast one of these spells once, it will
show up in her status screen and the chance of getting that spell on
her Slots in the future will increase.
-Full CureThis heals all allies to full HP AND it will cure negative status
too, effectively the best healing spell in the game. Also, I'm sure
this spell will work on Invincible allies! The chance of getting this
on her Slots is very high, so you don't need to struggle when you
want healing, although Full Cure shows up less times when she's at
higher levels.
-WallA stone barrier raises through the ground to guard all allies. Not a
bad defence spell but if Quistis is in your party, have her use
Mighty Guard instead. Wall will only give you Shell and Protect, but
it's pretty decent if you don't have access to Mighty Guard yet.
-RaptureA useful spell with a terrible translated name, which puts a pair of
wings on each enemy's back and they get lifted into the air and is
never seen again. Works well on normal enemies but certain enemies
are resistant to it (like Tonberries.)
-The EndEVERYBODY fears this spell! Flowers will blossom before the enemies
and the background turns into a flower filled meadow and the words
"The End" pops up like if the game has ended. Then the enemies die
for no reason. What's so powerful about this is that it will even
work on really tough bosses like Omega! Very rare on her Slots, but
has a decent chance of showing up at high levels. Undead enemies are
resistant to it though.
Yes, thanks to -Skrybe- for the descriptions of Selphie's secret Slot
spells. Ever wonder why there are 2 empty spaces in Selphie's Limit
Break window? Well, Square planned to implement 6 unique spells for
Selphie only but only got around to make 4 of them playable. So
unless you have a GameShark or its equivalent, you'll never be able
to use these 2 powerful spells.
-PercentIt really shows that Square don't really care about their gamers
since they haven't even got around to make the animation for Percent
and Catastrophe. This looks like the basic "Fire" spell that Seifer
uses at the beginning of his Limit Breaks, or so I've been told.
*Yawn*
However, the descriptions of this spell says "Put enemies near death"
which probably does damage based on the target's HP (gravity
elemental) which would have been really useful in Carding and
Devouring enemies.
|the old spells, meaning if you do not get say The End for the first|
|50 times, you will never get it. (To get around this problem, exit |
|the Slot sub-screen and tap the O button until the triangle appears|
|again, and this time you'll get a completely different list of
|
|spells.) This is still a really neat trick IMO, enough to keep
|
|Selphie fans happy. :)
|
=====================================================================
---Irvine Kinneas--HP
Str
Vit
Mag
Spr
4120
156
108
128
105
MAX
6730
157
118
129
115
Spd
Luck
Eva
Hit
39
21
3%
115%
Comments on stats: For some reason, Irvine seems to have really low
stats. His Str is the lowest... and all his other stats are the
lowest out of all characters. You think it's because he starts off at
the highest level? He's the fastest permanent member though.
Limit Break: Shot
Hehe, his Limit is fun. I think Irvine's Limit is based loosely on
some of Aya Brea's (Parasite Eve) and Billy's (Xenogears) attacks.
Choose a type of ammo that you've stocked in your inventory and tap
the trigger button (R1) rapidly to shoot as many bullets as you can
under a time limit. The time limit is a depleting bar to the lower
right of the screen and the amount of time he has available can vary.
Unlike Zell though, Irvine's bar does not lengthen as his timer is
expanded, instead it moves slower, so it's not easy to identify the
amount of time he has available or the amount of it's left. It's also
hard to tell how many different time intervals Irvine has. When a
shot deals zero damage, it means that the target is dead so don't
waste any more bullets. (But it sucks since you'll always waste at
least one bullet for this purpose.)
By obtaining new bullets, Irvine can expand his variety of shots.
Most of them can be bought in stores, some of them can be won or
refined from cards, and all of them can be refined from Ifrit's AmmoRF Menu Ability (some of the rarer bullets can only be gotten this
way.) Make sure that you browse through that ability menu often as
you can find some really good deals that you just CANNOT resist!
(Like 1 Chef's Knife into 10 AP Ammo or 1 Poison Powder into 10 Dark
Ammo!) The power of Irvine's Shot is dependent on his Str.
Since his Limit Break is not free like all the others, I don't use
his as much.
Note: One very interesting thing I've noted is that Irvine's Shot is
sorta like magic is that, it will NOT wake a target suffering from
the Sleep status. Strange indeed!
The list of different types of gun shots are listed below, sorry for
the delay, as I finally got to play with them thoroughly last night.
Also, I give the various ammunition ranks in various categories,
Power, Speed, Acquirability and the Overall Usefulness. An S is the
best while an F is the worst.
Note: A C (average) in Power is comaparable to normal attacks, while
Overall Usefulness: B
Overall Usefulness: D
Acquirability: B
Overall Usefulness: C+
Overall Usefulness: E
Irvine blasts many rockets from his gun which homes in on the enemy.
I hate this attack. It's very strong but it's so slow that I can
bearly manage to shoot 3 times during the shortest time interval, so
Normal Ammo can hit for more damage than this most of the time (via
critical hits.) It's quite expensive but you can still find a few
bargins for Demolition Ammo if you look for Running Fires.
-Quick Shot- (Fast Ammo)
Power: E
Speed: S
Acquirability: B
Overall Usefulness: A-
Overall Usefulness: D
5823
60
39
45
38
Est. MAX
8553
151
130
136
129
Spd
Luck
Eva
Hit
45
19
4%
255%
perfect precision and easy-as-hell Limit Breaks, making him the most
powerful character in the game. Oh dear, if only you can get him in
your team permanently.
Limit Break: Fire Cross
I'm a little puzzled by the name of his Limit Breaks, I know it's
supposed to be confusing since you only get to use him for a little
while. Fire Cross seems to be the "style" of his Limits (like Rinoa's
Combine) while each attack (like No Mercy) is a separate skill in the
order of Fire Cross.
Seifer, like Squall, also uses a gunblade, but his style of attack is
completely different. Seifer seems to be able to "fuse" magic with
his "sword" attacks, forming a style of his own.
Seifer is also the strangest since he seems to have the ability to
use his Limit Breaks at will, meaning he has no problem to get the
triangle to show up indicating a Limit Break is available.
-No MercySeifer blast all enemies with a Fire spell then he spins his gunblade
and starts charging for an energy sphere. He then swings the blade,
sending a high speed spinning projectile at each enemy.
Well, at least it hits all enemies. It's only a single hit so it's
not very powerful. IMO, this acts in a very similar way to Rinoa's
Angelo Cannon, or perhaps slightly weaker. And no, this is not fire
elemental.
-Demon SliceSeifer again torces one opponent with a Fire spell then he spins,
forming a tornado, sucks one target into the air and slices them
repeatedly in mid air.
Well, not a playable Limit Break, but it's his special attack when
you fight him at the end of disc 2. His gunblade has the same
greenish glow as his No Mercy skill so I guess it's his new Limit
Break at that time.
-Zantetsuken ReverseIt's sorta like Odin's attack except that there are 2 more characters
after the 3 Kanji, spelling "Reverse".
Not a playable Limit Break either, but it looks pretty cool.
-BloodfestSeifer burns all
and slashes with
cross appears on
until it finally
Another non-playable Limit Break, Seifer uses this during the third
time you encounter him inside the Lunatic Pandora. According to
-Skrybe-, Gilgamesh will take down Seifer before he can take enough
damage to use Bloodfest, so that's why Seifer could only use regular
attacks during that fight. To see this attack, you've really have to
beat up on Seifer and make it fast, which isn't a good idea since
you'll be missing the opportunity on drawing Aura.
(Thanks to -Skrybe- for the information.)
3777
61
20
55
45
Est. MAX
5997
135
94
129
121
Spd
Luck
Eva
Hit
31
15
2%
97%
4148
62
41
46
36
Est. MAX
6938
154
133
138
128
Spd
Luck
Eva
Hit
37
21
3%
103%
Comments on stats: Um... Laguna does have fairly good stats in all
areas, he's no Rinoa though. Very good HP and defensive attributes.
His Str is excuseable, if it weren't handicapped like all the
temporary members it'll be one of the highest. Nearly there.
Limit Break: Limit
"Limit" is probably what all the Galbadian soldiers uses back in
those days, 'cuz it's of the same discipline as Ward and Kiros'
attacks.
-DesperadoThrows a geneade at the enemy. He then leaps into the air, swinging
from an industrial strength cable. After hitting his foe(s) with a
hail of gunfire, leaps down just as the geneade explodes.
3728
56
31
50
41
Est. MAX
6458
147
122
141
132
Spd
Luck
Eva
Hit
48
23
4%
102%
4768
72
44
36
30
Est. MAX
7498
163
135
127
121
Spd
Luck
Eva
Hit
27
14
2%
98%
---It begins--When you wake up, you can enter a new name for Squall (although I see nothing
wrong with "Squall") and Dr. Kadowaki will call your teacher Miss Trepe. After a
short scene you'll be in the hallway with Instructor Trepe. You know what to do
so just walk and see how the pre-rendered background turns into an FMV!
> GF Check! Quezacotl and Shiva are obtainable from your study panel.
> NOTE! Viki told me that if you didn't get the GFs yourself, Quistis will give
them to you later during the tutorials. It's probably an addition to the US
version of the game.
GF PROFILE - QUEZACOTL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Apparently Quezacotl has replaced Ramuh as the Thunder specialist in
FFVIII, nevertheless he is still an excellent GF, especially for the
fact that he is your first one! His attack Thunder Storm is one of
the more useful ones since many enemies during the course of this
game is weak against Thunder. Abilities like Card, Card Mod and Mid
Mag-RF makes Quezacotl an ideal GF for the first half of the game and
his rich Junction, Character Abilities and the summon itself makes
him a perfect all-round GF.
>> Best abilities: Card, Card Mod, Mid Mag-RF, T Mag-RF
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GF PROFILE - SHIVA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Everyone's favourite FF chick is back but ain't better than ever. :-(
Apparently the director wanted her to show a bit more flesh and
stripped away her bikini in FFVII. Anyhow, her attack, Diamond Dust
is stronger than ever and for once, she is not the second weakest
summons in the game! Though not as many enemies are weak against Ice
as against Quezacotl's Thunder, her summon attack is still her best
asset. Ability-wise, Shiva is probably one of the boring ones as even
her unique skill - Doom ain't all that great. This ice maiden's
saving grace comes from those useful and plentiful Junction and
Character Abilities which are valued greatly.
Best abilities: None really, but Vit+40% and Spr+40% are quite good.
> NOTE! - ALTERNATE SHIVA SUMMON ANIMATION!
Every other GF has the same summoning animation but like in FFVII,
Shiva has 2! It's not that big deal really, it's just whether she
faces one way or the other. She usually faces left but occasionally,
she will face the other direction. I've seen this twice and it's nice
since you can get a closer look at her. :)
Thanks to EXCALIBUR <tomo_ciel@hotmail.com> who informed me that you
can only see Shiva's alternate summon animation when you're back
attacked!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Before you meet Quistis you'll want to wonder around Balamb Garden a bit. You'll
bump into a girl (who is later known as Selphie) in the hallway. If this is your
first time through then definitely show her around, otherwise do what you wish.
> Card Check! Remember to speak to the guy in the 2F hallway, he'll give you 7
el cheapo cards. (Don't challenge anyone yet though, you won't stand a chance
with those.. "cards".)
> Magic Check! Draw Esuna from the DP in the library and the entrance for Cure.
Now go to the Training Area (don't forget to Junction both GFs first) and draw
(preferably) 100 Sleeps from a Grat, perhaps some Silence as well. (I'd get 100
of each.) Run away when you're done. (Don't worry, this part does not count in
the test so you won't get points deducted.) While you're in the neighborhood you
might as well grab the DP for Blizzard.
If you're hurt you may want to rest in the dorms. Meet Quistis at the entrance
and she'll teach you something about GFs.
---Lava bath anyone?--> Junction Check! Junction Quezacotl to Squall (Magic-J, junction your 100 Sleep
to it) and Shiva on Quistis (Spr-J, junction Cure to it.)
> GF Check! As for what abilities they should learn, Quezacotl should definitely
choose "Card" while it doesn't matter all that much for Shiva, but "Boost" may
come in handy sometime. If you wanna be more AP-efficient, have Shiva learn a
more expensive ability first, such as Str-J.
> Magic Check! You need spells before challenging the Fire Cave. Encounter some
Fastitocalons at the beach and draw lots of Blizzards and more Sleep if you
want,
also get some Scans as they're really useful when carding enemies. Run for it
when you're done (you'll probably get points deducted but..)
> Caterchipillers holds Cures (draw lots of them) and Thunders.
> Draw some Fires as well if you want. Bite Bugs have them. Run from all of the
above encounters since you don't want to gain any EXP.
> Junction Check! Give Squall lots of Blizzards and junction 100 Cures into
Quistis' Spirit. Put Magic, Draw and GF commands on Squall and Item, Draw and GF
on Quistis. Save your game outside the Fire Cavern.
When you're ready, and have stocked up on enough spells, approach the Fire
Cavern. Choose the 10 minutes option to give your points some boost. Ready? Run
all the way to the centre of the cave, it should be really straightforward. Run
away from the encounters as well. When you get to a lava pit, you'll encounter
the boss. There should be plenty of time left on your clock so no worries.
The test score is not determined by how much time you have left on your clock or
the time interval you chose, it's dependant on how much time is left when you
defeat Ifrit! (You score points in the category of "Judgement", the skill to
Judge the correct time limit.) So yes, you can get full marks if you choose 40
minutes, but who'd want to?
BOSS - Ifrit ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ifrit - Level 6
HP 1068
Draw: Fire, Cure, Scan
Weak vs: Ice
Absorb: Fire
He's really not that hard. Have Quistis summon Shiva repeatedly while Squall
(with Sleep junctioned to his Magic) should cast Blizzard on Ifrit. You
shouldn't have any problems. If either one of you guys needs curing have Squall
draw Cure from the boss and cast on the character. If Squall's HP becomes low,
let him execute Renzokuken.
If Squall is unluckily enough to get killed, let Quistis revive him with a
Phoenix Down, but you probably won't need to use it.
If you want the highest exam score possible, you need to finish Ifrit with
minimum time left on your clock, meaning you've gotta execute the killing blow
pretty late into the fight. Since Ifrit will talk after you beat him, you do
need to time the last blow carefully, else it'll be Game Over. Use Blizzard and
Shiva to lower Ifrit's HP to about 80 or less. (Use Scan often.) Then let Squall
cast Blizzard when the timer reaches exactly 30 seconds. Congrats, you've just
scored full marks!!!
Win: 4x G-Returner, Ifrit's Card
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This will be a quick fight. When you win, you'll gained Ifrit as your GF and
you'll also get his card (your first rare card and a VERY good one, one of my
personal favourites!) The timer has stopped so junction Ifrit to Squall and get
the hell out of the place, and don't forget to run away from all encounters.
GF PROFILE - IFRIT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Despite the absence of Ramuh, the third member of the FF-Summon-GangTrio is here! Half man, half beast and ready to barbecue the enemies.
Ifrit's summon attack, Hell Fire, packs a mean punch but just doesn't
appeal to me as much as Shiva's, Quezacotl's or Doomtrain's since
enemies weak against fire are rare. (I wonder why.) Ifrit's other
abilities however, are a different story. Favouring strength, Ifrit
can turn a character into a physical powerhouse with those Str and HP
abilities and when combined with the right character (Zell is a good
one) can absolutely ruin a boss' day! He's also the first GF that
nets you the Elem-Atk ability which can mean extra damage against
many enemies if you're careful. Also comes with him but somewhat
hidden is the Ammo-RF ability crucial to Irvine's Limit Break.
Without it, he'll be powerless!
>> Best abilities: Ammo-RF, Str+40%, F mag-RF and Str Bonus
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Back in Balamb Garden, Quistis will leave you. However, you might want to head
to Balamb town to purchase some spare Phoenix Downs.
>>> PREPARATION! The next quest is the infamous Dollet mission. There are
several power up tricks that are optional. I recommend that you read the Dollet
section first to check out which quests, if any, you would like to do. You can
also start playing cards now and if you gather many of them, you can learn the
required abilities during the Dollet mission to mod them, including powerful
spells like Tornado.
When you're done, get back to your room at the dorms and get changed. Check out
the sorry excuse of a pillow Squall is using. ;)
---Dollet Me--- (As in "Doh ray me".. nevermind..)
After a few scenes with Zell, Quistis and Seifer, drive the car to Balamb. Pay
attention to Xu's briefing and view another pretty damn good FMV.
> Junction Check! Put a GF on each guy. I junctioned Ifrit to Zell, Shiva to
Squall and Quezacotl to Seifer.
> GF Check!
- Shiva: She should have learnt Boost if you assigned it earlier so the next
most important skill of hers is Str-J. Otherwise let her learn Boost now.
- Quezacotl: You should be halfway of acquiring the Card command.
- Ifrit: Boost is perhaps the best option now.
> Magic Check! Exchange Quistis' magic to Seifer. You may want to give him 100
Sleep to junction to his Magic.
Save at the SP. There are about 5 fixed encounters here that you cannot run
from,
but you've got an Ace up your sleeve. Seifer! When you encounter the first bunch
of soldiers, let Squall and Zell kill themselves off by drawing and casting
spells on themselves. (You might want to draw some spells before you do so.) Let
Seifer finish off the enemies (they're easy) when you're satisfied.
> NOTE! Seifer is certainly a strange kid for 2 reasons. 1) He has really good
starting stats and gains stats very fast as he levels up and 2) His Limit Break
"No Mercy" can be executed EXTREMELY easily!! He has no trouble getting the
triangle to show up even at FULL HEALTH! Too bad you can't get him as a
permanent member.
Anyway, what you wanna do here is to leave Squall and Zell alone and fight the
battles with just Seifer. Since Seifer is the only active member in the team,
you'd want to keep a close eye on his HP and since he can use his Limit so damn
easily, you don't really have an excuse not to try to keep his HP as high as
possible.
After the 4 fixed battles with soldiers, random battles will start to show up.
Fight these as OFTEN as you wish and as many as you want! As a matter of fact,
it's a really good idea to fight many random battles here with Seifer since your
GFs will grow with the AP/EXP (and more abilities will show up when their level
rises.) Fighting here will also earn you points in the "Attack" category in your
SeeD test scores, which translates into a high SeeD rank and more money.
You might be tempted to remove all the GFs from Zell and Squall and junction
them all to Seifer. I recommend you keep them where they are since they gain EXP
quicker this way.
> GF Check! Your GFs will gain tons of AP here if you continue to fight, which
means that they can master many abilities here. Here are some abilities that I
think are quite important and should be learnt before everything else.
- Quezacotl: His Card command should be ready, so let him learn the Card Mod
ability, which complements the former nicely. T Mag-RF is not bad either (and
cheap) and will unlock the useful Mid Mag-RF.
- Shiva: Pick up her Str-J and Vit-J first from her list of trashy abilities.
Then either I Mag-RF or Vit+20%.
- Ifrit: Um.. if you're after his Str Bonus ability just in case you leveled
up then start from his Str+20% and +40% first (but they're good skills
nevertheless.) Otherwise his HP-J and F Mag-RF are the way to go.
> You need to get Shiva and Ifrit up to LV10 at least. This is to unlock Doom,
Mad Rush and Ammo-RF, the last ability is especially important!
> You may want to adjust these to be more AP-efficient. There's a boss worth
18AP coming up and an optional boss with a whopping 50AP!
At the top of the stairs you'll have to fight an Anacondour. It has about 1400HP
but isn't really all that hard. It has a strong attack though, can cause ~70
points of damage per hit. Keep Seifer's HP high and summon Shiva if you
junctioned her to Seifer, or just use Blizzard. His Limit Break is easily usable
but it still won't cause as much damage as Blizzard. You may want to turn it
into a card (since Quezacotl's Card ability should be completed right about now)
but it will give your GFs quite a bit of EXP when you kill it.
If you want to build up your GFs, wander around this area. You can encounter a
double Anacondour here. They're tough but the 8AP and ~600EXP you gain for
winning is worth it. Keep Seifer's HP high is mandatory since they are both
quite fast and powerful.
Pro tip - Go go Seifer! ========================================================
The idea of this "side-quest" is to level up Seifer, which in term raises the
average level of enemies to improve their draw list, netting you some very nice
free spells early on. Apart from getting some good spells, doing this will also
max out the levels of the first 3 GFs - Quezacotl, Shiva and Ifrit, as well as
complete all of their best abilities. This will give you a huge advantage
against the things to come.
DISCLAIMER: Be warned that this process takes around 7 hours to complete, so you
won't be goin' anywhere in a hurry so to speak. It's completely optional. If
you're after the bare minimum, skip it. The game is very beatable anyway. As a
matter of fact, several readers have noted that the benefits that you receive
aren't quite worth the amount of effort, and it is quite true. You can receive
free -ga spells, but you can get much better spells with less effort back in
Balamb by playing cards. The usefulness of having high level GFs is debatable,
though and earning abilities is counter productive as you don't get the best GF
for the first half of the game, Diablos, until after this mission. Diablos also
comes with very useful, VERY expensive abilities, so even if you max out the
first 4 GFs, you'll still have to put effort into raising Diablos. Personally, I
wouldn't pass up the opportunity to level up the trio to LV100, but it's hardly
essential to completing the game, though it certainly makes it easier. If you
have the time, give it a go to see what the fuss is about, but I will leave your
fate in your own hands. ;)
IN NO CIRCUMSTANCES SHOULD YOU LEAVE WITHOUT LEVELING SHIVA AND IFRIT TO LV10!
Within that time, Quezacotl should have completed Card, and started working on
Card Mod. It's advised you complete Card Mod during this mission.
So what you do is just fight as many random battles as possible. Remember,
Seifer is a tank and his Limit Break is executable even at nearly full health!
His stats also go up considerably as he levels up. Even with minimal junctions,
his attacks are good enough to defeat G-Soldiers with 1 or 2 hits, and his Limit
Break will mop the floor against multiple G-Soldiers. Don't forget that Seifer's
normal attack has a trigger, just like Squall, for doing extra damage. Also by
setting the cursor to "Memory" will help speed things up. If you are going to
level up for a while, make sure you don't go past the screen that is right after
the place where you fought the forced Anacondour fight. It's basically a narrow
pass over-looking the cliff. If you do, then an automatic scene ensues and
Seifer leaves. Also go back to the entrance of Dollet and save every so often,
just in case. You don't want to lose your hours of progress, do you? ;)
The best place to level up, I've found, is on the bridge, right before the
screen with the stairs. Here you will either run into a lone G-Soldier, or a
trio of them, and you will be guaranteed to meet the trio at LEAST every other
fight, sometimes more. A battle with 3 of them gives you around 250EXP, so 4
fights will raise you a level. Alternately, you may want to fight on the screen
with the stairs and hope for double Anacondours, which will give you around
600EXP. They are, however, very rare and you'll probably meet them only 5-10% of
them time. And your other foes in the mean time will be either a lone Geezard, a
lone G-Soldier or a pair of them. So you actually earn EXP faster fighting on
the bridge. Consistency = win.
Enemies will have their second level (-ra) spells available at LV20, which third
level (-ga) spells are available once they hit LV30. Because enemy levels are
calculated at an average of party member's levels, you won't be seeing -ra
spells and -ga spells consistently until Seifer has reached around LV36 and
LV60,
respectively. As enemy levels can fluctuate, you may not away be able to see
these spells on every enemy, but they're definitely there, just get into another
fight until you find one.
By doing this, you've just added Firaga, Blizzaga, Thundaga, Curaga, Bio and
Dispel to the smorgasbord of spells available. The 3 elemental spells and Curaga
can be found on the common G-Soldiers. Dispel can be gotten from Elite Soldier
(wearing red) on screens before the bridge, and Bios are available from
Anacondours. Getting 400 Curagas will go a long way, as they're some of the best
defensive junctions for a while and they're the best healing spell, will last
you through the entire game. Getting about 200 of each of the 3 -ga spells will
be good for your junctions. I'll leave Bio and Dispel to your discretion. They
aren't bad, so you can get a few to play with if you like. You might also want
to -ra spells, Curas especially, as they're good for healing, but really if
you've got -ga spells, you don't really need -ras. When you start drawing, it is
a good idea to change your junctions and put Quezacotl on Seifer, so that you're
able to junction magic to your Mag stat, and equipping the Mag+??% abilities
will help too. They will make sure you get 9 castings of a spell per draw. Don't
forget once you've stocked up 100 of a said spell, exchange it all to another
character, otherwise you're unable to draw anymore.
While you're at it, store around 20-30 Thundaras and give them to Squall. You'll
see why in a second.
You might say it's a lot easier to get these spells through refining items, and
you'd be right. But remember, your GFs will also get buffed up to insane levels.
As a matter of fact, it seemed that the developers had this in mind when they
made the game, as 60 is the magic number. At level 60, if you've junctioned 1 GF
to each party member, including the very dead Squall and Zell, all your GFs will
pretty much hit LV100 exactly. They are also able to max out most of their
abilities, so make sure you keep a close eye on which abilities they are
learning.
Quezacotl - Complete the Card command, then acquire all of his Menu abilities,
followed by HP-J and Vit-J, then the Mag+??% abilities. What you learn after
that is up to you, as you've already gotten all the key abilities.
Shiva - Complete Boost and I Mag-RF, then her Junection abilities, then her
Character Abilities. Whatever you want after that.
Ifrit - Boost, then his Menu Abilities, Ammo-RF will also be unlocked once he
hit LV10. After that HP-J and Character Abilities. You're also able to acquire
Strength Bonus as well. Whatever you want after that.
Also be prepared to max out the number of Potions you receive as loot. You'll
also get a few Phoenix Downs, lots of Normal Ammo for Irvine and other
miscellaneous stuff. High level Anacondours will drop Star Fragments, as well as
Venom Fangs and Dragon Skin. No Dragon Fangs though, as I've stated in previous
versions. My bad. Geezards will also drop Screws, which will be helpful for
weapon modding.
METHOD 2
This is an alternative if you want good junctions during Dollet mission that is
less time consuming. What you need to do is start playing cards before coming to
Dollet, and collect many Blitz (Thundaga), Snow Lion (Blizzaga), Vysaga/Imp
(Firaga/Thundaga/Blizzaga) and Abyss Worms (Tornado). Once you're in Dollet, you
need to learn Card, Card Mod and T Mag-RF from Quezacotl, I Mag-RF from Shiva
and F Mag-RF from Ifrit. These spells (especially Tornado) make wonderful
junctions that will make the X-ATM092 fight easier.
================================================================================
> GF Check! Before you go on to the next area, your GFs should be at least level
10 as they won't be able to gain any more EXP for quite a while. Shiva's Doom
commands becomes available at level 10, and the same goes to Ifrit's Ammo-RF
(crucial ability!) and Mad Rush (not so). Of course, if you did take the time to
level them up your GFs would all be beasts, literally.
Follow along the path to the Communication Tower. After the scene where Seifer
runs away, you'll be introduced to Selphie by a cute FMV. Note that Squall and
Zell are both revived with 1HP if you killed them earlier. Use a Cure on both of
them.
Don't take the shortcut (like Selphie did) or you'll get points deducted.
Instead, walk along the paved road. Talk to Selphie and she'll join you. Don't
forget to run from encounters, now that "the man" (Seifer) has left the
building.
Awwwwww... :(
> Junction Check! Junction Quezacotl on Selphie, Shiva on Squall and Ifrit on
Zell. Shiva should have gotten Str-J if you trained her. Junction whatever magic
is best fit for the team. If you've done Seifer's quest, you'll have PLENTIFUL
skills and spells to use. Since the enemies are of a low level, you can REALLY
crush them like peas. As for commands, here's what I had:
Squall: Attack, Draw, Magic, Item
Zell:
Attack, Draw, Magic, GF
Selphie: Attack, Draw, GF, Item
> The Item command is crucial at this point of the game since Phoenix Downs are
the only way to revive a KO'd member right now.
> GF Check! The up coming boss holds 18AP, so adjust your abilities for it.
> Magic Check! Selphie inherits all the spells Seifer had stocked so you don't
have to worry about her being magic-less. There's also a DP for Blind inside the
tower, make sure you get it as it will be useful in an up coming fight.
Save at the SP and take the elevator up and meet Biggs. After an FMV that I'm
sure you're all familiar with since it's detailed in the demo, you'll have to
fight some bosses.
BOSS - Biggs, Wedge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Biggs - Level 6
HP 582
Draw: Fire, Blizzard, Thunder, Esuna
Wedge - Level 6
HP 524
Draw: Fire, Blizzard, Thunder, Cure
Immune to: Poison
You'll be facing Biggs first. He's not very powerful. Take some time to draw his
Esuna. Since only one character in your party has Mag-J, the other 2 will fail
quite often. But since this boss is quite harmless, I usually try to stock up on
as much Esunas as I can hold.
After a bit, Wedge comes to help Biggs. He's even less of a threat as most of
the time he will just stand there. You can call a GF to wipe out both of them in
one shot when you've drawn enough spells since your GFs are of a high level.
After you beat on them for a bit, they'll get swept away by a whirlwind and
you'll be up against...
now. If you've been training hard and have gotten all his Menu Abilities, get
his Junction Abilities.
Shiva: Get Vit+20% then Spr+20%.
Ifrit: Get his Str+??% abilities.
Siren: Definitely Move-Find first.
GF PROFILE - SIREN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Drooling all over Shiva yet? Well, that girl's got some tough
competition comin' up 'cuz here comes Siren! Although looking
somewhat indecent (have you seen those Siren action figures?) but
she's kinda unique in that she has these cute wings on her head.
(Hey, looks like Morrigan!) Playing the part of a maiden by the sea
who takes the lives of unsuspecting sailors (sounds like Baywatch),
Siren's attack Silent Voice can instantly mute all enemies while
inflicting a fair amount of damage at the same time. Although the
damage done is nothing to praise about, it is non-elemental meaning
it's a safe one to use against enemies who are strong against
everything. The Silence effect is also neat against enemies who likes
to cast spells, mainly human troops, although many of the more
powerful enemies are immune to it. Ability-wise, Siren is a rich
goldmine. The Treatment command may seem a bit dull at first but it
can save your butt many times when fighting against Malboros, since
it's not hindered by the Silence status. (It's also the only way I
know of curing Doom.) Siren's the first GF who gives you the
advantage of blocking a status too, as well as returning one with STAtk and ST-Def. Those Magic abilities are perfect for magic users
like Selphie and she has THREE distinct Menu Abilities, making her a
versatile one. Finally, her Move-Find skill will review all those
hidden Draw Points and Save Points! (In the field maps only though.)
Phew, what a mouth full!
>>Best abilities: Treatment, Mag Bonus, L Mag-RF, ST Med-RF, Tool-RF
and Move-Find
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Make sure you save at the SP down the bottom. You now have just over 29 minutes
to get to the shore so run like hell!!!
OPTIONAL BOSS - X-ATM092 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
X-ATM092 - Level 6
HP 5410
Draw: Fire, Blizzard, Thunder, Protect
Weak vs: Lightning
This is an optional boss where you can choose whether to fight it or not.
Killing it will result in 100 bonus points towards your SeeD score and loads of
AP. There are 3 ways you can go about doing this. I'm going to list them all.
METHOD ONE - The better part of valor
This is what most people will do and it's also the suggested strategy for most
FAQs. This is by... not fighting it and run away like a coward. What you do is
reduce its HP by physical attacks, or casting Thunder, til it drops. It takes
around 1000 points of damage to drop it. Don't summon Quezacotl if you don't
want to fight it, because it might be too strong and you will force it to repair
itself. Once it drops Zell will tell you to run away, so hold L2 and R2. Once
you've run away from the first fight, just keep running towards the beach, where
you started this mission. Don't forget on the screen where there's a narrow path
over-looking the cliff, WALK DON'T RUN, else you'll be forced to fight it again.
If that's the case, just repeat what you did the first time. Once you get to the
beach, Quistis will gun it down in an awesome FMV.
METHOD TWO - AP whoring
This is the way to go if you want to abuse the system and completely master your
GFs in half an hour. I recommend that you build up your GFs through Seifer from
the previous trick if you want to take apart in this. How are we going to do
this? Make sure you have junctioned your characters properly before this fight.
Squall: Give him Shiva and Siren, place your best -ga spell in his Mag. He
should have some Thundaras in stock from Seifer, too, if not, Quezacotl should
have learned Mid Mag-RF Menu Ability, so just refine around 20 for him.
Otherwise, if you're willing to part with your Thundagas, they will work as
well.
Make sure he has the Magic command.
Zell: Give him Ifrit, place your best -ga spell in his Str. Give him 100
Thundagas and place them in his Elem Atk-J for added lightning damage. You
should also have gotten Str+20% and 40%. Put them both on for some seriously
strong stats! Give him the Item command for emergencies.
Selphie: Give her Quezacotl, junction the best -ga spell to her Mag also helps,
as well as having some Thunder spells. Quezacotl should also have learned
Mag+20% and +40%, put them both on. Also make certain that she has the GF and
Magic command equipped.
And before you start, go into your GF's menu and choose Move-Find for Siren, as
it's her best ability. Note you can only access the menu at selective spots once
the chase starts. The first time is right after meeting and escaping from the
'bot for the first time, so be sure to get into the menu and select a different
ability for Siren. The next 2 screens your menu is completely locked, so if you
fight X-ATM092 here you may not be able to choose which ability to learn. When
you get to the screen where the cliff is however, you can access the menu, but
only before the spider catches up to you. After that, everytime you want to
access the menu, you need to run to a new screen. After you've completed MoveFind, grab all 3 menu abilities for Siren, as they're all very useful. All this
may take a minute or 2 to setup, but believe me, this is going to be so
streamlined it will save you tons of time later on.
Ready? Here we go. Go outside and meet the robot. The idea here is to cause
enough damage to wipe out all of its HP, which is just a little over 5000,
forcing it to repair itself. Then knocking it down again and run away. Because I
have already knocked out all of its HP, the game will reward you 50AP! And you
can do it again and again til the time limit runs out for some good ol'
fashioned mayhem!
What you do is wait til Selphie's turn comes up, immediately charge up for
Quezacotl and have both Squall and Zell on stand by. You may get hit a couple of
times but it's ok. As soon as the summon start, hold the Select button to bring
up Boost. Now you need to boost it to 100 or above. The idea is to make it
strong enough to KO the boss in one hit. An un-boosted summon will cause a
little over 4000 damage, not good enough. However, by boosting it up to 100 it
will cause around 6000 damage, KO-ing it in one hit, forcing it to regenerate.
If not, or you were unlucky, have Zell attack it, that will definitely force it
to regen. While it's restoring itself, have Zell execute his physical attack.
Watch whether he scores a critical, as a critical hit will score around 1400
damage which will make it collapse and giving you the opportunity to run away,
otherwise it will do around 700 damage. If that's the case, follow it up with
Squall's Thundara (or Thundaga if you wish), which will definitely make knock it
down. Thunder won't cut it unless it's cast by Selphie, which is an alternative
option, but using Squall will make it faster.
If you didn't do Seifer's power up quest you can still take advantage of this,
but it will take longer obviously, and you can do it fewer times. Have Selphie
summon Quezacotl, you should get around 1300 each time with a good boost, while
Zell and Squall should execute their Limit Breaks. They won't do much damage,
but hopefully, their combined damage will eventually force it to repair itself.
When you run away, run to the next screen and you'll see it start to follow you.
You can now fight it as many times as possible, until the time limit runs out of
course. If you ever need to heal, have Squall or Zell use Cure when Selphie is
charging up for the summon. Zell also has the Item command should you need to
revive. Note Quezacotl will be faster and faster each time you summon it, which
makes it easier and easier. You can kill the robot about once every couple of
minutes on average, which translates to many mastered abilities.
The last place you're able to fight the robot is right after seeing a FMV with
the car getting crushed. It's the screen where you can see a bridge hanging
above your head, and where the pub is. I was able to take it down 10 times with
7 minutes to spare! Your mileage way vary, but 15 times is definitely an option.
METHOD THREE - Take no prisoners
This method we will kill the robot. Note you can't do this on the first time you
meet it, outside of the tower. On any rematch, you have the option of completely
destroying it.
What we want to do it take off its full HP 4 times. So have Selphie charge up
Quezacotl and blast it 4 times, each time forcing it to repair itself. And then
on the fourth time, it will explode instead. The only difference if you kill the
robot is that you will receive an item loot on top of the 50AP.
You might say Quezacotl takes too long, and you'd be right, it does use up a lot
of your time. However, consider your alternatives. A Duel or Renzokuken combo
will do less damage and take just as long, since Quezacotl is the shortest
summon sequence. What about using Thundagas? They don't do enough damage, and
you need multiple castings to take it down. You even have to recharge your ATB,
and within that time, the boss can act and if it uses Ray Bomb, it eats up a lot
of your time and causes damage to all, forcing you to heal more, which uses up
even more time.
Anyway, if you want to destroy the robot, make it chase you all the way past the
screen with the "Nautilus" sign, where you see a short FMV of a car being
crushed. The last time you can fight it is right after team C runs out from the
pub (so while you're busting your ass saving the world, they're enjoying Happy
Hour with Karaoke!) X-ATM092 will fall on top of you. This is the last place
where you can bust it up, if not, the automatic scene will unfold leading to the
FMV where Quistis takes it out. Reason you shouldn't take it out early is
because after you've defeated X-ATM092, random battles will start plaguing you,
and if you encounter human enemies, you cannot escape! By fighting it at the
last place possible, you eliminate much of the chance of a random battle. It
does take a long time to complete though, and you'd want a MINIMUM of 6 minutes
ticking on the clock to make it by a hair! I'd recommend 7 just to be safe.
If you didn't power up your GFs and get the -ga spells, you'll be in for a
tougher fight, but still doable. Again, have Selphie summon Quezacotl every
round, and pound on it with Zell and Squall's Limit Breaks. It will eventually
blow up, but you'll be looking at between 15 and 20 minutes, so make absofreakin'-lutely sure you have the time to spare.
Yes, you can milk it for all it's worth by fighting the robot again and again,
grabbing 50AP each time you do, and then destroy it at the end. However, with
that extra 6 minutes you could be looking at defeating it an extra 5 times and
earning an extra 250AP, so decide for yourself whether the loot is worth 200AP.
On the other hand, if you've powered up Seifer, your first 3 GFs would be very
close to maxing out, and you'd only be doing Siren a favor with the extra AP. Oh
another thing, if you do destroy the robot, you won't see the FMV with Quistis.
If you haven't seen it before, I recommend that you keep it alive so you can
sneak a peek at it, it's pretty cool.
Win: (Random) Giant Ring, Power Wrist, Orihalcon, Hypno Crown, Force Armlet
AP: 50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Once you arrive back in Balamb, just head back to the Garden. We will take the
time to explore Balamb and play cards in a little while. I might not be yellow,
nor make outta brick, but following the road will take you back to Garden
without having to worry about fighting.
View a scene in the Garden lobby, then exit right and view another scene. Now
get a message to head to the second floor. Run around the area and the faculty
will come around and call out names and watch the next scene. Make sure you
speak to Cid again to get Battle Report. You should get around rank 6 or 7 by
following this walkthrough, more if you had defeated X-ATM092. Don't worry, it
only affects how much money that you get, which isn't important.
EXPERT TIP - How to gain SeeD LV10 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Obtaining SeeD LV10 is normally not a problem, except you are restricted from
taking certain actions if you are following this power-up guide. For example,
can't fight random battles. I'll go through and show you how it can be done.
Judgement: This category is easy. You need to defeat Ifrit with 7 seconds or
below on your clock. If you stall him by having ATB set to "Wait" and your magic
menu is open, his ATB bar will not fill. Simply reduce his HP to 80 or under and
cast Blizzard when timer reaches 30 seconds exactly. 100 points.
Attack: You need to defeat around 80 enemies in Dollet. To do that, kill off
Zell and Squall, have Seifer absorb the EXP.
Atiitude: This is easy if you know what you're doing. Basically, when you arrive
in Balamb for the mission, DON'T talk to anyone. Don't talk on the boat, follow
Seifer's orders, don't advance til Seifer says so, don't take the shortcut like
Selphie, save the dog and don't hide in the pub.
Spirit: This is difficult. You are allowed to escape once and still receive full
points, but you are required to escape for the first X-ATM092 fight. It is easy
until Seifer leaves your team. After he leaves, you'll have to go around another
screen before you reach Selphie and you may run into random battles. You may
find yourself having to fight once or twice, but both Squall and Zell have a
small buffer on their EXP, should be able to absorb it without problems. If you
encounter an enemy after you got Selphie, but before you take the elevator, you
can cast Break from Selphie's Slots to avoid any EXP penalties. You must also
not left X-ATM092 ambush you during the chase.
Conduct: This is measured by how much time you have left when you get to the
beach. You need to make it there in 5 minutes, or having 25 minutes or more on
the clock. To make it more difficult, you must not let X-ATM092 ambush you after
the first fight. What you need to do is after the first fight, exit right. The
run down and exit the screen. While the next screen is loading, hold left on the
left stick and stick to the bottom to make a sharper turn. It should narrowly
miss you. The next screen is the cliff, what you need to do is WALK all the way
instead of running. Next screen, just run all the way down. Then you get to the
bridge, which is tricky. Run right, when you see it jump, immediately run to the
left. When it jumps again, turn right and it will miss you. Make sure you save
the dog on the screen with the fountain, and keep going down until the cut scene
takes over.
Bonus: Another way you can make up any points you've lost is by defeating XATM092 which gives you 100 bonus points. These points can be used to buy you
another escape. When you get to the screen with the bridge and the pub, run down
to the bottom and you'll see team C coming out of the pub. Stay here and let it
run into you. What you will need to do here is kill it, as killing will earn you
100 bonus points towards the exam. It would be better if you had leveled up
Seifer to get the -ga spells, or alternatively, collect lots of cards before
coming to Dollet. Namely, Blitz (for Thundaga), Snow Lion (for Blizzaga) and
Abyss Worms (for Tornados.) After you learn Card Mod, I Mag-RF and T Mag-RF, you
can refine these spells for junctions instead of having to spend time leveling
Seifer up to Lv60. Junction them to Squall and Zell's Str and execute their
Limit Breaks for good damage. If you can make it back by the timer reaches
20:00,
you'll still get LV10 with 2 escapes.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---Voulez-vous coucher
Congrats congrats, now
changed with the doors
to Selphie when you're
avec moi ce soir?--you're a SeeD members. Get changed (noticed how he got
OPEN while Selphie is just standing outside?!) and talk
done.
Gesper
-> Black Hole
-> Degenerator
Gayla
-> Mystery Fluid -> Acid
If you've played some card games already and manage to win, you might have more
cards that can be turned into Quistis' new skills.
Save your game in Squall's room. Head to the Training Area and Quistis will be
waiting for you. She'll teach you something about Status Attack.
Enter the Training Area and prepare for a fight. If you encounter Grats, have
Squall weaken them and have Quistis turn them into a card. If you encounter a TRexaur, try putting it to sleep by attacking it with Sleep Junctioned to ST-Atk.
If it doesn't work, have Squall cast Blind on it. You can Scan it if you want,
it should have about 13000HP. Summon Shiva with Quistis and another GF or cast
Blizzard using Squall. When you've done about 8000+ damage, you can card it with
Quistis. You'll get a nice 10AP for your effort, which is worth it IMO. If it
floats your boat, come back after you've gotten Diablos.
BOSS - Granaldo and Raldo ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Granaldo - LV6
HP 1409
Draw: Sleep, Blind, Shell
Weak vs: Wind
Raldo
- LV6
HP 185
Draw: Fire, Thunder, Protect
Head back to the entrance after the scene and you'll have to fight 3 Raldos and
a Granaldo to save a girl. This is an easy battle since they can't really do
much damage, maybe about 30 points max.
Draw Protects from the Raldos as they act as decent spells for Vitality, and
cast them on your team if you want. When your Limit Break comes up (will be
quite a while since their attacks are weak!) eliminate them in one hit with
Squall's Renzokuken and Quistis' Laser Eye or Ultra Waves. I usually get 100
Protects for either member.
When you finished with Protects, Granaldo holds Shells which is nice for your
Spirit. I usually get another 100 each, but if you don't want to then don't
worry too much as it's not the best spell in the game and it can be refine
really easily later. Draw some Blinds too, they're not good for junctions at all
but are useful against many enemies who uses physical attacks, like T-Rexaurs.
Of course if you've powered up, you won't need these spells. Still would like
nice to draw a couple of them for personal use.
Finish them off with your Limits once you're satisfied, or if you're no where
near critical HP, summon your high level GFs to kill them in one hit (Ifrit
works well.)
Win: 16x Wizard Stone
AP: 14
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now return to the dorms.
---Whoohoo, our first mission!--The next day you'll be awaken by Selphie. Before you leave
missable item the Weapon Mon Apr item that's lying on your
that you're a SeeD you will get paid periodically based on
also increase your rank by taking the test in the tutorial
to take as many tests as Squall's level, and because he starts at LV7, you can
give your SeeD level a boost by 7 levels! Also if you've fought a lot in Dollet
with Seifer, the first time you get paid your rank will go up depends on how
many enemies you took down. I went from LV6 to LV12! Here are the answers for
the test for your convenience.
Questions:
Level 1:
Level 2:
Level 3:
Level 4:
Level 5:
Level 6:
Level 7:
Level 8:
Level 9:
Level 10:
Level 11:
Level 12:
Level 13:
Level 14:
Level 15:
Level 16:
Level 17:
Level 18:
Level 19:
Level 20:
Level 21:
Level 22:
Level 23:
Level 24:
Level 25:
Level 26:
Level 27:
Level 28:
Level 29:
Level 30:
1
Y
Y
N
N
N
Y
Y
N
N
Y
Y
N
Y
Y
Y
Y
Y
Y
Y
Y
Y
N
Y
Y
Y
Y
N
Y
N
N
2
N
N
N
Y
N
N
Y
Y
Y
N
Y
Y
N
Y
Y
N
N
N
N
Y
Y
N
N
Y
N
Y
Y
N
N
Y
3
Y
Y
Y
Y
N
Y
Y
N
N
N
N
N
N
Y
N
N
N
N
N
N
Y
N
N
N
Y
N
N
N
N
N
4
Y
Y
N
Y
Y
Y
Y
N
N
N
Y
N
N
Y
N
Y
N
N
Y
Y
Y
Y
N
N
Y
Y
N
Y
Y
N
5
Y
Y
Y
N
Y
N
Y
Y
N
N
Y
Y
Y
N
N
N
Y
Y
N
N
N
N
N
Y
Y
N
N
Y
Y
N
6
N
N
Y
N
N
N
Y
Y
N
N
N
N
N
Y
N
Y
N
N
N
Y
N
N
Y
Y
N
Y
N
Y
N
N
7
N
Y
Y
Y
N
Y
N
N
N
N
Y
Y
N
Y
N
N
N
N
N
Y
Y
N
Y
N
N
N
Y
N
N
Y
8
Y
Y
N
Y
Y
Y
Y
N
N
N
N
N
N
N
Y
N
Y
N
N
Y
Y
Y
Y
N
Y
Y
N
Y
N
N
9
N
N
Y
N
Y
N
Y
Y
Y
Y
N
Y
N
Y
N
Y
N
N
N
N
Y
Y
Y
N
N
N
Y
N
Y
N
10
N
N
N
N
Y
Y
N
N
Y
N
Y
N
N
N
Y
N
N
N
Y
N
N
N
Y
Y
N
N
N
N
N
N
Head to the entrance and receive the instructions for you first mission from
Cid:
aid the Forest Owls in Timber.
> NOTE! Before you go, talk to Cid and he'll give you a Magical Lamp. Do not
forget this as it's vital for another GF.
> GF Check! Cid's Magical Lamp can summon the demon Diablos. You can acquire
this GF from now on by using the Lamp. I'd recommend you do it straight away but
do junction yourselves properly first.
> Junction Check! Junction Quezacotl to Selphie, Ifrit to Zell, and the ladies
(Shiva and Siren) to Squall. Junction your best spells to Mag. If you have
acquired Vit/Spr-J, junction Protect and Shell, respectively, to those
attributes. As for commands, put Draw on all members and Item on at least two
members as it's still the only way of reviving an ally. You'll want the Magic
command too.
> GF Check! You should continue with my recommendations given above, since
they're quite expensive (ie, Str+40% takes 120AP!)
> Magic Check! Give Blind to the character who has the Magic command.
Abilities with Abilityx3. His Mug skill, although extremely expensive, will
allow you to steal a foe's private possessions for rare items that aids weapon
customizing or spell refinery. Enc-Half and Enc-None eliminates the annoyance of
random encounters which is very important to this guide and of course, who can
forget his Menu Abilities that lets you refine really good spells like Demi,
Meltdown and Triple.
> NOTE!!! Brian Lennon <bowie_knife@hotmail.com> said that Diablos' attack is
exactly proportional to his level, he will remove the exact percentage of the
enemy's max HP as his level, so at LV12, Diablos will remove 12%. Fairly weak at
low levels, and his attack still caps at 9999. However, at LV100, Diablos will
instantly KILL all enemies with less than 9999HP.
>>Best abilities: Abilityx3, HP+80%, Mug, Enc-Half/None, ST Mag-RF, Time Mag-RF
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now return to Garden and heal up, or use Selphie's Full Cure.
> Junction Check! Junction Diablos to Zell. Junction your Demis that you just
drew from Diablos to Magic, it should increase it by about 40! Otherwise, use
100 Doubles.
> GF Check!
- Quezacotl: His Mid Mag-RF should be (or close to) completed. Move onto HP-J.
- Shiva: Vit+40% and Spr+40%
- Ifrit: Either Str Bonus or F Mag-RF (Str Bonus is not so crucial right now
but make sure you learn it as it's useful later)
- Siren: Mag+20%/40%
- Diablos: I'd recommend that you start with Enc-Half, moving onto Enc-None.
Mug is really good as well, but the encounter skills are more important at this
stage, especially if you're not going to card too many enemies along the way. If
you are eyeing on spells that can be refined, ST Mag-RF and Time Mage-RF.
---Triple Triad Bonanza--This is a new section that I've composed because there are many card-related
activities that are available at the start of disk 1 and now is the best time to
do it. I have also completely rewritten all card info up to this point from
previous updates. This section will include coverage on all rare cards, as well
as card related magic/item refine that will be beneficial to your quest. Much of
this section is optional, especially cards refine, which have received minimal
coverage in my guide previously. I will list several options, use it as you see
fit. If you don't want to play too many matches of Triple Triads, I recommend
that you just grab the rare cards that are available as you won't be back in
Balamb for many hours, and skip the refinery, as they're always available later.
You can also play cards and grab the rare cards before the Dollet mission, but I
recommend that you do it now instead. Reasons being it's easier now that you've
received another rare card, and you would not have had access to the Card
command, nor Card Mod menu ability earlier on. So it's just easier to do them
all at once.
Getting started
You would have received 2 very good rare cards at this point, Diablos and Ifrit.
Combine that with the starter deck that you've received, are all you really need
to win the first few card matches and you'll have a full hand of rare cards in
just a few minutes. If you're not confident having to use 3 LV1 cards as
fillers,
what you can do is wander around the Training Center and card any Grats and T-
Rexaurs that you come across. T-Rexaur cards are decent enough for this point
and will be a better filler than any of the starter cards. You'll also rarely
receive a Shumi card, which are pretty decent as well. Bomb cards from the Fire
Cavern are good as well.
Note the Balamb region has the Open rule, which lets you see your opponent's
hand. This is a very good rule as it allows you to place cards in spaces where
the opponent can't turn.
MiniMog
MiniMog should be your first target because of its accessibility and ease of
taking. Go to the lobby of Balamb Garden and wait. There's a little boy in blue
that keeps running around the garden tirelessly. He will enter from the left so
catch him with the [] button. He has MiniMog and uses really crappy cards
otherwise. You'll be up for an easy win.
Quistis
Quistis can be gotten from any of the 3 Trepe Groupie members, either the chicks
on 2F classroom, on the guy on the right table at the cafeteria. I have had good
luck with Groupie #1 at the cafe. Save your game and challenge him.
Seifer
Save at the lobby. Ride the elevator up to the third floor and challenge Cid to
a game. Cid has got some pretty good LV5 cards and seem to have better AI than
most. He still lose just the same. If you find Cid a bit hard, play a few more
hands with other players and get some LV5 cards. Or, go to Balamb and grab Zell,
another excellent card, first. It is important that you grab Seifer now, as your
next opportunity is not til disk 3... and you're stuck with the awful Centra
rules.
Zell
You have now got all the rare cards in the Garden itself. Traverse to Balamb
town and go to the next screen. One of the houses on the right is where Zell's
parents live. Challenger his ma and snag Zell's card off her.
Get some trade ;)
Go to Balamb train station and you will see a woman dressed in white robes
standing on the stairs. She is the Queen of Card and you'll be seeing her face
many times throughout this game. In disk 1, 2 and 3, there are 2 things that she
is good for, manipulating card rules and obtaining new rare cards. What we're
here for is to get her to change the trade rule. Default trade rule is always
One. There are a total of 4 trade rules in the game.
One: Winner picks 1 card used in match from loser
Diff: Winner picks the number of cards from the loser based on the difference in
the final scores of the game
Direct: Both players receive whatever cards they've turned over during the
match,
regardless of who the winner was
All: Winner receives all cards used in match from loser
By playing with the QoC, she will first introduce the Diff rule. When you play
with her using that trade rule, there's a chance that everyone in you region
will start following suit. By spreading the Diff rule in Balamb, you'll be able
to earn 2-5 cards for every win, which would propel your card collection through
the roof and it rewards you for card you turn over, which in turn develops you
into a better card player. How do we know whether the trade rule stuck? Just
find the nearest card player (which is, unfortunately, Ma Dincht) and she will
using that trade rule if it has taken over.
You might think that the All rule would be a better choice, as it guarantees you
5 cards when you win. It will definitely help you gather your cards much
quicker,
however all good things must come to an end. After a number of matches, whatever
trade rule will degrade in the order
All > Direct > Diff > One
Though it may skip 1, for example, Direct > One. Once All degrades, you'll be
end up with everyone's least favourite trade rule Direct! To get rid of Direct,
challenge players to a match, but then on the screen where the rules gets
displayed select "no". If you do it enough times it will eventually revert back
to One, or Diff, if you're lucky. So if you're willing to bare with having to
deal with Direct eventually, go for all, but if you think it's too much of a
hassle Diff would be good enough. Besides with a decent strategy it's easy to
get 4 cards consistently, and it's rare that you see a match with 5 desirable
card anyway.
So if you're planning to play cards for a bit, and maybe refine them into great
items or spells, you'll definitely want to fix up the trade rule to gather your
cards quicker. All or Diff, I leave it up to you.
Card rules erasing
You can find a man squatting by the water near the docks in Balamb. If you play
a hand with him, it will wipe out all rules (excepting trading rules)in the
Balamb region! The only use for this is if you had screwed, up the rules in
Balamb. Maybe you accidentally spread Random, or anything like that, this will
give you a second chance per se. You can then pay QoC 30000 Gil to re-establish
the Open rule. Also what's interesting, I've played a match before with him
before Fire Cavern and he used the "Null" trade rule. Yes, a mock game with no
cards exchanging hands!
Complete your gathering
You can play as much cards as you like now and can fill up everything from LV1LV5, except for 1 unique level 5 card called Pupu, so don't worry if there's an
empty space on your list. LV5 cards will probably be the ones that you want a
lot. There are several players in Balamb Garden that will use LV5 cards, though
my favourite has always been Trepe Groupie #2, who is one of the gossiping
lasses at the second floor classroom. Your experience may vary though.
Learn new Blue Magic skills
Playing cards are a GREAT way of obtaining the items needed for Quistis to
acquire new Limit Breaks. You should already have 3 extra skills by modding 3 of
the starter cards (Acid, Ultra Waves and Degenerator), plus her default Laser
Eye. The following cards are what you want to keep an eye out for. The Card Mod
menu ability is used in this case to obtain the items.
Fastitocalon
Creeps
Tri-Face
SAM08G
4 Malboro
->
->
->
->
->
Water Crystal
Coral Fragment
Curse Spike
Running Fire
Malboro Tentacle
->
->
->
->
->
Aqua Breath
Electrocute
LV? Death
Gatling Gun
Bad Breath
->
->
->
->
->
->
->
Inferno Fang
Windmill
Curse Spike
Dino Bone
Dino Bone
Mystery Fluid
Regen Ring
->
->
->
->
->
->
->
20
20
10
20
20
10
20
These are all VERY good spells, and some of them like Flare and Pain, are useful
even at the end of the game. Flares and Full-Lifes however, takes 50 cards to
refine into a full set of 100, which is probably not worth doing. Everything
else don't take nearly as long, and 2-3 hours invested at this point will easily
give you 3 sets of 100 of various spells. Note you also get free Dino Bones if
you fight T-Rexaurs in the Training Center. I recommend that you still keep your
weaker spells now that you've got these, as we need the weak junctions to do
weak hits against random enemies for carding, otherwise you'll simply end up
killing everything you encounter. I'm also going to list some spells that may
not be quite good for stats junction at this point, but will come in handy
later,
mostly in status defense junctions.
Cockatrice
Belhelmel
Tonberry/King
Forbidden
Elastioid
->
->
->
->
->
Cockatrice Pinion
Saw Blade
Chef's Knife
Betrayal Sword
Steel Pipe
->
->
->
->
->
20
10
30
20
20
You can also use the Steel Pipe, along with some Screws (Geezard card), modify
Squall's weapon to a Shear Trigger, which teachs Fated Circle, a finisher move.
Apart from these, you can also get some spells that are good for casting.
Tent
Cottage
5 Turtapod
5 Torama
->
->
->
->
And finally, if you don't mind a little work you can get these.
1 Krysta
Krysta is a boss card. You might not be able to win them right now, but if you
want you can go back to the Fire Cavern and card Buel enemies. You'll have about
10% chance of getting Krysta card instead. If you want to put in the effort and
get 100 Holys, they make awesome junctions til the end of game.
If you would like to see a full list of what spells/items can be created by each
ability, go to the main menu and select Tutorial. Then Information, Abilities,
Manu Abilities and then select the ability that you would like to check. If your
GF has learned that ability, a FULL list will be available. However, Siren won't
be able to refine Dark Matters via Tool-RF til she is LV100, so it wouldn't
appear before that.
Rare card modding
Rare cards such as Quistis or Zell can usually be modded into some very useful
and/or rare items. This has never been something that I have actively recommened
due to the fact that the way of getting them back wasn't thoroughly tested.
However, as most FF8 players know these days, any rare cards modded can be won
back from QoC or the CC gang in disk 4, an infinite amount of times. Yes,
infinite. That means you can get an unlimited number of all those nasty items
like Heroes or Holy Wars. At this stage in the game however, the rare cards
don't mod into anything that great but do keep an eye out on any rare cards that
gives off interesting items in the future. An exception would be the cards
required for the QoC quest. Make sure you don't mod them until you have used it
in the QoC quest and have gotten the card back from her son.
One card worth mentioning though is Quistis. Quistis' card mods into 3 Samantha
Soul, which teaches any GF Sum Mag+40%. This is not the real reason to mod the
card though. One Samantha Soul can be turned into 60 (!!) Triple spells through
Diablos' Time Mage-RF, which is one of the best spells in the game, THIS early!
If you are not going to get Odin until disk 3 or 4, then this is a way of
getting some Triple spells early.
Honorable mentions
10 Elnoyle
Elnoyle card seem to be the hottest cards around, everyone on the Gfaqs board
wants them. Why? You can obtain Lion Heart in disk 1, but 12 Pulse Ammo is
required also. By obtaining 20 Elnoyle cards, you can mod them into Pulse Ammo.
I personally see very little benefits to obtaining Lion Heart in disk 1, because
there's little you can use it on and you will eventually get it anyway. I
recommend challenging Trepe Groupie #2 for Elnoyles, or any LV5 cards.
5 Shumi Tribe
Credits to Sister from gfaqs boards who suggested that this deserves a mention.
You have a small chance of obtaining Shumi Tribe cards by carding Grats and TRexaurs in the Training Center of Balamb Garden. A Gambler Spirit allows a GF to
learn the Card command! If you are going to do some heavy carding to get AP,
having 2 characters with the Card command can make things go a lot quicker.
However, it can take a long time to obtain 5 of them. They have around 10%
chance of appearing instead of Grat/T-Rexaur cards, so you'll be looking at
defeating 50 enemies. If you are planning to stay at the Training Center and
card many enemies to gain AP for Diablos, then there shouldn't be much problems.
You can obtain a generous about of AP from these enemies.
AP Gaining
If you would like to grab some AP and learn a few abilities, now would be a very
good time for it. You can either fight in the Training Center, or Balamb beach.
The Training Center hosts Grats and T-Rexaurs, the former comes in packs or 1, 2
or 3, for 2AP each, and the latter gives you a whopping 10AP! You also have a
chance of earning Shumi Tribe cards in the Training Center, so do it there if
you want to earn the Gambler Spirit. You can encounter Fastitocalons at the
beach, which gives you 3AP each, and comes in packs of 2 or 3. I'm going to tell
you how to junction to card them.
Grats: Junction 100 level 1 elemental spells, or 100 -ga spells to Squall's
Strength (give him Shiva). For the former use 1 attack WITH trigger, the latter
1 attack WITHOUT trigger. Card after that.
T-Rexaur: Summon Shiva, should do around 8000-9999 damage. Card.
Fastitocalon: Junction 100 -ga spells to Squall's Str, 1 attack WITH trigger.
>>> NOTE! When you are ready to proceed, I recommend that you make a spare save
in your memory card at this point in time, so that if you want to play a new
game of FF8 in the future, you can load this save instead of starting all the
way back at the beginning. This is especially important if you have completed
the Seifer power up quest, or AP abused X-ATM092 and played a lot of cards. All
of these can be very tedious and time consuming. Making a save now could mean
you can reap all these benefits in future games and since it's still early on,
you will still be able to go through the rest of the game (ie, the fun bits)
again. If you want a more "authentic" experience, you could start a new game and
play normally (eg, don't waste time doing the optional stuff) so you can enjoy
the story/FMVs, and after graduation load up the spare save. Would have saved
you hours of boredom. ;)
Queen of Cards Quest
I recommend that you start the QoC quest now because it's convenient. There are
5 rare cards that are not obtainable normally, and the only way to get them is
if you LOSE a specific card to her. (Don't worry we'll get it back.) Her artisan
father will use it as a muse and paint another rare card. If you don't do it,
you'll have to wait til disk 4 to get them through a lot of tedious work.
Before we start, remember we are going to Timber next, which is Galbadian
territory. If you've played many games with Diff/All rule in Balamb, you can
spread it across the world. Talk to her and pick the second option, she will say
"whatever trade rule" will spread across the world.
When you're ready, save upstairs at the inn. While you're at it you might want
to check out the copy of Timber Maniacs on the table. You don't actually get to
see the contents, but later on you can get a short summary for each one you
"read". Apart from 1 (which I'll get to when we get there), they're completely
useless. Challenge the queen to a game. You want to deliberately LOSE the
MiniMog card to her, so pick that, plus 4 very weak LV1 cards (like Funguar) and
expose all the weak sides to lose the game. She will pick MiniMog always. Now
whenever you lose a rare card to her, she will get bored of the region that she
is in. In this case, she had 60% chance of going to Galbadia and 40% chance of
going to Dollet. YOU WANT HER TO GO TO DOLLET! You can ONLY get her to tell you
of the new card created in Dollet and if she leaves Balamb and doesn't go to
Dollet, you'll have to chase her all the way to the moon (literally!) and then
some. So, if she chooses Galbadia, RESET! L1 + L2 + R1 + R2 + Start + Select
will take you back to the title screen, where you can load your previously saved
game.
>>> NOTE! You CAN'T start the CC quest now. Wait til disk 2.
When you're ready to move on, take a train from Balamb Station, it'll cost 3000
Gil. (Don't you think the Garden should have provided you with the ticket
instead letting you buy your own? If so, I want a pay rise!)
Inside the train, you'll see some sequence with Selphie and Zell, he also steals
the magazine, Pet Pals Vol. 1. Then all of your guys falls over and enters the
> Junction Check! Junction Diablos and Ifrit to Zell, Shiva and Siren to Squall
and Quezacotl to Selphie. Basically, just Junction whatever you had previously.
For some reason, the GFs from both Zell and Selphie are removed. As for ST-Def,
Silence would be idea. You should have gotten some Character Abilities like
Mag+20% or Str+20% so equip those. As for commands, here's what I had:
Squall: Attack, Draw, Magic, GF
Zell:
Attack, Draw, GF, Item
Selphie: Attack, Draw, Magic, Item
Talk to Rinoa when you're ready.
BOSS - Fake President ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fake President - LV 8
HP 458
Draw: Cure
Not much of a boss here and not much to draw from. If you don't have
enough Cure spells draw some from him. It only takes a few hits to
take him down.. then he melts (ala Parasite Eve) an turns into...
BOSS - Gerogero ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Gerogero - LV 8
HP 2450
Draw: Esuna, Double, Berserk, Zombie
Weak vs: Fire, Earth, Holy (Undead)
Immune: Poison
If you have minimal junctions, he can cause quite a bit of damage. He has a
powerful claw swipe that does about 200 damage to a member, and breath attack
that does 150 damage plus status and the rest of the time, he casts annoying
status spells like Berserk, Silence etc..
He does have some decent spells to draw from, but nothing to die for. Pick up on
some Esunas if you don't feel that you have enough (although they're really
common later on) and more Doubles if you wish. He also holds 2 new spells Berserk and Zombie. I'd say you get some Berserks even though they're useless on
their own and crappy for junctions, but they can be very useful VERY late in the
game (although you might as well refine them later if you're lazy.) Zombie on
the other hand, is completely useless.
Anyway, if your HP gets too low, cast Cure. If you get inflicted by Slow,
Silence or Berserk, have another member draw Esuna from the boss and cast it.
Darkness don't matter and Curse is harmless when you're only drawing your
spells.
If you've powered up your spells earlier, he shouldn't be much more of a
nuisance with his status magic. Zell and Selphie should be in critical when you
re-junectioned them, so just let out some Limit Breaks when you're ready to take
him down. I used Slots for some Ultima fun. ;)
You can also kill him with a Phoenix Down, but why waste it?
Win: 8x Zombie Powder
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After the fight, Rinoa and her team will have a strategy meeting and
after some discussion, Rinoa will official join you. She is mandatory in Timber,
so you need to remove either Selphie or Zell. I recommend that you make a party
of Squall/Rinoa/Selphie. Also note, Rinoa can start learning new Angelo skills,
but I don't recommend you learn either of the 2 that's available for you now,
since they'll be useless later on, and you can't unlearn it.
Watts will lead you out of the train if you talk to him.
When you have the freedom to explore the town, keep in mind that there are
random encounters around town at this point of the game, so run if you encounter
them. If you have trained a lot back in Balamb, you could have gotten Enc-Half
or Enc-None from Diablos already. (I did.) So equip it in that case.
> Junction Check! You need to junction Rinoa. If you use the "switch" option in
the menu, you can switch all junction and magic from another member! So switch
Zell's junctions over to Rinoa. If Selphie is at full HP, remove and put her
junction back on to get her to critical. We will be abusing her Slots here.
> GF Check!
- Quezacotl: HP-J and Vit-J.
- Shiva: Vit+40%, Spr+40% and the rest don't really matter
- Ifrit: Str Bonus
- Siren: Mag+40%
- Diablos: What you chose earlier
> Magic Check! Since you've probably have gotten Mid Mag-RF, turn all your low
level Fires, Blizzards, Thunders and Cures into -ra level spells. It will take
some time to accumulate 100 of each though, since they're upgraded with the
ratio 5:1. If you want, you can refine more spells of those types with I Mag-RF
or the other Menu Abilities, or draw some more from the enemy soldiers around
here. If you do get 100 of the -ra spells, junction them to Str. > There are a
few DPs around here too. The room to the left in the Timber Maniacs building
hides a Blizzaga DP, the DP in front of the pub is Cure and the one in the back
ally is Scan.
> If you have learned ST Mag-RF from Diablos, you can refine several (about 10
is enough) Break spells from Soft, or Cockatrice Pinions (gotten by modding
Cockatrice cards). If you don't have it, don't sweat it, we're gonna cast it
from Selphie's Slots for FREE. Cheapskates RULE! :P
> NOTE! Ed Asano came up with this really nice idea, modifying M Stone-Pieces
into simple spells and upgrading them to -ra levels. This helps a lot as it
solves the problem of having to draw from the soldiers and free up your
inventory. (2 birds with 1 M Stone-Piece he said, :) I'm sure you all have many
M Stone-Pieces tucked away in your item list and you can get more by refining
useless cards like Bite Bug and Funguar.
Head north and you'll see the pet shop on the left. They sell mostly useless
junk, but you should purchase Pet Pals Vol 3 and 4, which teachs Rinoa
Invincible Moon and Angelo Reverse, respectively. Start learning them now, as
they're both pretty good. Now head down and see the hotel. You cannot stay at
the hotel yet, since it's crammed by Galbadia soldiers and you cannot leave
town.
There's a SP at the hotel though and the weapon shop is right next to it. If you
keep going down, you'll come to the gates to see some guards fighting. If you
continue to approach it, you will be forced into an unescapable fight. You can
cast Break from Selphie's Slot magic to get rid of them, but you don't get
anything by fighting them, so just avoid them.
After that head back the way you came. On the platform overlooking the train
tracks you may randomly run into a green shirted guy who's in love with Rinoa.
Talk to him and you'll get a Potion. You can do this everytime you find him
here,
including if you return to Timber later on. Head back to where you begun your
adventure in Timber and exit right this time, that's righ, the Timber Maniacs
building.
> Card Check! This may not be a card now but be sure NOT to missed the kinky
Girl Next Door porno mag, it's behind the pile of magazines in the hallway of
the Timber maniacs building. It can be traded for a rare card (Shiva) way into
the game!
> Magic Check! The door to the left leads to a Blizzaga DP.
Enter the other door and you can find a copy of Timber Maniacs on the floor to
the right. Talk to the guy up the top for some verbal diarrhoea goodness. ;) The
building to the right of Timber Maniacs doesn't get important until later, but
you can have some fun with the dialogue.
Exit the screen to the right and you'll see 2 paths, exit to the right first to
explore the rest of the town. Exit the screen to the right and you'll see 2
paths, exit to the right first to explore the rest of the town. You're on the
train track. Head up the steps and enter the door here. You can use the faucet
to the left to recover yourself, works like the inn. Check the cupboard at the
center repeatedly til it coughs up 500 Gil. If you do this, you won't be able to
drink from the faucet anymore though. Note the SP across the brige.
To carry on with the story, simple go down the steps that leads to the pub.
You'll meet up with 2 G-Soldiers. You cannot run from this battle and they
cannot be turned into a card. The easiest way to avoid EXP is to cast Breaks,
but if you haven't got the abilities for it, you can cast them for free from
Selphie's Slots. They're a bit rare, but since they can't really hurt you, you
can take your time. Another way is to kill off 2 of your characters, let the
third summon a GF to take them out. You'll minimize EXP this way. You'll get a
Buel card for winning.
> Magic Check! A DP for Cure is right in front of the pub.
Enter the pub and talk to the drunk. Show him the card and he lets you keep it
as well as giving you another (Tonberry). Then he lets you out of the back door.
You'll see a SP. Run up the stairs to the giant TV and another interesting story
scene will take place. Rinoa runs away after the response (or the lack of it)
from Squall and whoever you left in the train will join you. Don't bother
exchanging junctions here since you don't have to fight for a while.
Run across the bridge to the TV Station after Quistis appears on screen. After a
bit of story sequence, Rinoa comes back but goes off again, followed by Quistis
and your team. Just run down the stairs where you came from. Squall decides to
take Rinoa with him.
> Magic Check! A DP for Scan just magically appeared!
When you get to the bar, the pub owner's wife tells you to hide at her house.
Talk around a bit and when you can finally leave, Quistis says to go to the
nearest garden for help - Galbadia Garden! When you leave, the woman that
invited you to her house will give you some free items: Potion, Phoenix Down,
Soft, Antidote and Remedy.
Talk to the soldier outside. Then a couple of scenes will automatically unfold.
Zone will get you tickets for the last train to East Academy. Get on the train.
---Things to do #1--Instead of getting off at East Academy, ride the train all the way to Dollet cuz
there's a couple of fun things you can do at this point. Go up the steps on the
first screen and you're in familiar territory, it's fountain square! You can
save at the Dollet hotel.
> Card Check! You are going to be playing many matches in Dollet, so it's
important that you abolish the annoying Random rule here. I recommend that you
save at the hotel, then challenge the attendant to the right for a game. If you
don't you're the results you wanted, just reset. Also making repeated trips
between Dollet and Timber, you can adjust multiple rules. Idealy, you'd want to
introduce Open and abolish Random. Elemental is more of a nuisance than a
hiderance. Sister's walkthrough has a step by step guide for it.
> Go to the pub and head up the stairs. Make sure you equip Siren's Move-Find
ability, which reveals a hidden SP at the corner. There's also an issue of
Timber Maniacs on the Black Jack table to the left. Challenge the guy on the
left. The fact that he holds Siren's card is reason enough. If you win a match,
he'll show you to his private room and also gives you a bunch of cards (5
Geezard, 4 Red Bats, 3 Buels, 2 Anacondour and a Cactuar). Also, be sure to
examine the pile of magazines near the entrance. Most of the time you'll find
nothing of interest or expired coupons, but occasionally you can find free items
here! You can get Potions, Phoenix Down, Softs, Antidotes, Geezard Cards and a
copy of Occult Fan II here! However, when you get it 3 times, you need to get
out of the room and come back in to get more items.
> If you lost the MiniMog card to the Queen of Cards in Balamb, she should be
here. Talk to her about her father and she'll tell you that Kiros' card has been
made. You can win the MiniMog card back from her son in the old painter's home,
which is one screen down from the pub.
> By establishing a good trading rule we can make collecting cards an easy task
in Galbadia. Challenge the queen and the trade rule of your choice to be
adopted.
Then play around 10 games, talk to the queen and pick the second choice. She
should say the trade rules are based from rules in Dollet (this is the dominant
region, you set it by playing about a dozen games in that region) and then you
may be able to spread that rule around the world.
I always take a lot of time out here to build up my GFs by carding the enemies.
In the forest west of Dollet, you can find encounters with an Anacondour, a
Funguar and a Wendigo with a total of 7AP. In the forests near lake Obel you can
fight double Anacondours (8AP) and Ochus (7AP). If you meet up with 3 Funguars
then it's not really worth fighting them. Thrustaevis are the plains are good
(3AP) and you can also encounter AP-queens, the Fastitocalon, near the beaches.
The come in 3s, so 9AP fights are common.
> NOTE! Ed Asano said if you have Mug, you can steal Whispers from Adamantoises.
Whispers are great as they let Quistis learn her useful White Wind.
You can take whoever you want, but I like to use Selphie and have no magic
junctioned to her Str. I'll give some strategies for weakening enemies.
Geezard: Selphie with no Str-J, attack once. Card.
Thrustaevis: Squall with 100 -ga junctioned to Str. 1 attack WITH trigger.
Funguar: Squall with 100 -ga in Str-J, 1 attack WITHOUT trigger.
Wendigo: They have around 1100HP. Just attack them a couple of times.
Cockatrice: They have around 1000HP, same as above.
Ochu: They have around 990HP, same as above.
Anacondour: They have around 1300HP. Attack a couple of times.
Adamantoise: They have around 1200HP, extremely high defense and healing spells!
Thunder type spells work well at weakening them.
> Magic Check! The Thrustaevis holds Floats. Get a bit of them (not necessarily
100) as they're useful later.
> Also, you can refine lots of Aeros from the Shear Feathers you won with the T
Mag-RF from the Thrustaevis. They make nice disposable spells.
> Make sure that you've stocked up on some (refined) Breaks if you want to make
the next section a bit easier.
> GF Check! If you haven't maxed your skills before this is what you should have
ideally, otherwise you should train around here for a bit.
- Quezacotl: Complete the -J abilities and onto Mag+20% and +40%
- Shiva: Complete both Vit+40% and Spr+40%, the rest of her abilities don't
matter too much in which way you learn them, since they're not too good. I
usually get Elem-Def and Elem-Defx2 first
- Ifrit: Complete Str Bonus and HP-J. Then Ammo-RF would be good.
- Siren: Complete Mag Bonus and then get all her Menu Abilities.
- Diablos: I recommend that you complete, or at least be very close to
completing Enc-None. You'll definitely want it by disk 2. Move onto ST and Time
Mag-RF if you like, or move onto the more expensive Mug. Some players like to
complete it now, as the AP around here is very good.
When you're ready to move on, go to the forest near Galbadia Garden. BTW, don't
forget to trade the junctions of whoever you were using to Selphie and Quistis.
> More Magic Check! Souma told me about ways to get some cool new spells at this
point of the game. If you head west from Timber, go near the mountains and
there's a small canyon (Shenand Hill). You can encounter Vysages here with
several spells like Protect, Shell, Haste, etc. The only spell that's worth it
is Haste, but even that's easily refined using Magic Stones. If you want to
spend some time drawing spells here, just remember they can't be carded! So if
you inflict any damage, use Cure to heal them back to max health before running.
---I know where it's at part 2--Deja vu! You guys stumbled while inside the forest and woke up in their
alternate lives, well, kind of. After Laguna gets lost again, follow the path
down to some metal walkways. Before you progress any further, check your
junctions as SPs are kinda hard to find in here.
Meet your identity crisis. Squall is Laguna and will always be in these "dream
scenarios", Quistis is Ward and Selphie is Kiros in this scene.
> Junction Check! Keeping your existing junctions' fine. If you didn't junction
Selphie/Quistis before this, you need to put them on now.
> Magic Check! You should definitely have gotten Diablos' ST Mag-RF before
coming here. If you don't have any Break spells stocked, refine them NOW. One
Cockatrice Pinion will give you 20 which is plenty. There's a Sleep DP here too.
Try to cross the metal walkway bridge and you'll be attacked by 2 groups of
soldiers. Even though Selphie is apart of this event in "spirit", she's in
Kiros' body, so you can't access her Slot magic in this scenario. What you need
to do, instead, is to cast the Break spells you've just refined. If you don't
have them, kill off 2 of your other members (Laguna/Ward) and let Kiros summon a
GF to kill these soldiers.
After 2 battles you'll once again take control of Laguna's team. There should be
2 paths forming a Y-shaped junction in the walkway. I suggest that you take the
left one as it's more convenient in doing the mini-quests here. And yes they are
optional, however, Zell and team will come back here later in disc 3 (this place
is actually the Lunatic Pandora before it was excavated!) and will be able to
access certain parts of the structure if you've triggered certain "traps" while
playing as Laguna. It is rather important that you do not miss this opportunity
the areas it later unlocks contains some of the coolest goodies in the game,
such as a rare Ultima DP and Quistis' Ray-Bomb.
There is also another reason to trigger the traps, as the more traps you set,
the lesser streams of enemies you'll have to face at the end of the scenario,
which is important here and you don't want to gain any experience.
> Magic Check! Don't miss the Confuse DP to the right side
Climb the ladder down and press the X button when you walked over to the space
on the ground where you hear a "clink" noise, it's an old key. You'll see some
funny scenes and also affects future treasures. Thanks to Efrem Orizzonte for
bringing that to my attention.
You can run into random encounters in the following locations. If you have
acquired Enc-None, equip it for a better time navigating the area, if not,
you'll just have to run most of the time as most enemies you encounter here are
soldiers that cannot be turned into a card.
In the next section, walk across the middle metal plank thing and you should
hear another "clink". Examine it and choose to "tamper with it" and exit the
screen to the right. But before you do anything, re-enter that screen and try to
tamper with the right hatch, it doesn't do anything now though.
Crpss the featureless screen, the next one has another key that Laguna can pick
up (and loose it again). Take the exit to the right though, you'll end up at a
walkway that looks kinda like a sewer system. Climb the ladder and you'll end up
at the right path in the Y-junction (the one you didn't take.) Go all the way
back to the 3 hatches and examine the left one, then retrace your steps to the
other end where you found the second key. Each one of these hatches opens up a
room later, and each room holds something cool. Miss it here and you'll be
kicking yourselves 20 hours later.
Take the upper path this time and you can see a large boulder to the left. There
are another 2 paths in this screen but the one to the right don't seem to be
very useful so you don't have to be bothered with it. Head left to the next
screen where you see another boulder and a detonator.
Activate the detonator but you MUST clear the boulder in the previous screen
first (red fuse) then the one nearest to the detonator (blue fuse), because if
you do it the other way, the boulder in the previous screen will block the path
of the nearest boulder and it will not only seal off that exit, you'll also
unable to clear the path to the "hidden" areas later in disc 3. So activate both
switches in the correct order, and enjoy the trio spewing nonsense.
When you're done, head up and enter a new screen, it should be the one with
steps in a pink background. As a side note, you can encounter Elastoids here
very easily. They're not that hard to beat (use about 2~3 Thunders should do the
job for carding purposes) but you can draw Dispels from them and their cards can
also be refined into Steel Pipes. (So if you cannot seem to get Steel Pipes from
Wendigos, get lotsa of Elastoid cards here.) They also give you 3AP. You can
steal Dynamo Stones from them (can be refined into Thundagas) if you have
acquired Mug, but it's a shame really since Laser Cannons can be stolen from
them but only when they're at a high level. (And they only appear in this and a
future Laguna scenario.) If you managed to get one somehow, it's really good as
it will let Quistis learn her potent Homing Laser skill.
You can also encounter Gespers throughout the cave and they drop Black Holes
that can be refined into Demis. They're really annoying though as they love to
cast status changing spells like Silence and Blind. Try about 2-3 Fires on them,
it should weaken them enough to turn them into cards.
Anyway, continue heading right will bring you into another one of those greenish
cavern paths. There's also another boulder in this area to the left, examine it
and Laguna will push it, crushing more soldiers in its path.
> Magic Check! There's a Cure DP behind the boulder. Also, Gespers have Protects
and Shells, if you feel like stocking them up.
Continue heading north will bring you to a SP (FINALLY!) Save of course. The
path to the right will lead to the right side of the screen with the "far
boulder", the one that I said it doesn't matter.
Finally, when you're ready, head north again for the final battle(s) of this
scenario. You might want to collect more Elastoid cards here though. Also,
you'll have to face 5 battles at the end of this scenario, but 4 of the traps
that Laguna can trigger will eliminate one fight each, those 4 traps are:
* The middle hatch where the soldier steps on and falls
* The 2 boulders that you needed to use the detonator for, remember to use them
in the right order. It will also open 2 other hatches if you've tempered them.
* The boulder that hides the Cure DP
So if you did everything right, you'll only have to fight one easy battle, and
what's even better as it won't give you any EXP! Anyway, it's very easy as one
summon will get rid of both soldiers. But right before the last soldier dies, he
will lower Kiros and Ward's HP down to 1. This concludes this scenario.
---Gardening Galbadian style--After you team wakes up in the forest, Quistis and Selphie have 1HP. Use a Cure
on them if you wish and continue on with the journey to Galbadia Garden. If you
want to build up some more, do it now as power up opportunities are pretty slim
over here in the Galbadia side of the continent.
You can find Belhelmels and Blood Souls in the area surrounding Galbadia Garden,
but they're pretty bad for carding, as they put you to sleep or berserk/blind
you all the time. I've heard that the Belhelmels may drop Laser Cannons
occasionally but I've never gotten one. You can get Saw Blades from them though,
and can be refined into Death via Siren's L Mag-RF. I recommend the forest if
you do want to gain some AP since you can find enemies that gives you more AP
and are easier.
Also of interest, in the forest where you woke up, you can encounter Grendels.
They are infamous because even low level Grendels drop Dragon Fangs, one of the
required items for Squall's best weapon, Lion Heart. However, you may need a
little patience, as they drop them one at a time, and you need 4. Sometimes
they'll also drop Dragons Fins and Skins, so it could take a while. They have
around 2800HP and VERY good Spirit. Can't find them? Run along while HUGGING the
side of the cliff to the left. I encounter one every fight! They also give you
6AP, so might as well grab them while you're hunting for them.
When you're happy, enter Galbadia garden, don't worry, you don't have to fights
here.. yet. Quistis leaves to have a word with the head-master and you can
freely explore the garden, however, the second you enter the lobby, you are
called to the second Reception Room. I suggest you go to the Reception Room and
progress through some story scenes first then do what you want.
Proceed forward til you get to the main lobby with walkways designed in the
shape of a cross. There's a SP here. Take the north exit, then take the stairs
on the right. You'll see it immediately, the Reception Room is right in front of
you. There are 2 cut scenes here, one with your team in the Reception Room
about Seifer. Then Squall foolishly runs out of the room because of some stupid
thoughts of his. Get back down stairs back the way you came in and you'll get
another scene with Fujin and Raijin. Then you can explore all you want.
> Magic Check! The centre of the lobby hides a DP for Haste. There's also a DP
for Shell at the tennis court, which is reached by keep going north.
You should be back at the lobby. If you take a left, you'll find an empty
lecture theater. If you take the right, there are a couple of more areas. The
door to the left leads to an ice hockey field.
> Magic Check! There's a DP on the field itself for Protect, but you can't reach
it yet. The door on the left is the locker room with a Life DP.
> Card Check! The guy in the locker room is a transfer student from Trabia
Garden and uses Trabia rules (Random and Plus). While you won't be in Trabia til
middle of disk 2, fixing up the rules now makes it much easier in the future, as
you won't have to travel around too much. Get rid of Random and Plus would be
idea. Also if you are going to abuse rare card modding in disk 4 it is mandatory
that you fix up Trabia rules, as that's what you'll be playing most of the time.
> Across the hall, you'll meet 3 students talking about cards. They use
Galbadian rules so you can go from them to the transfer student to change rules.
I like to play the girl here as you can win all LV6 cards from her.
There are more areas if you go back upstairs again. The door to the left is
locked, so take the right and you'll be on the second floor overlooking the
lobby.
>Magic Check! Make all the way around and enter the door, there's a one-time
hidden DP for Double here. It's not worth much at this stage though.
When you're ready to go on with the game, get back to the entrance to meet
Martine, the headmaster of Galbadia Garden. He issues you a mission and
introduces an new member for your teams. It's... Michael Jackson! Unfortunately,
Michael asked Square for too much money, so they had to settle for his
impersonator, Irvine Kinneas instead. ;)
You'll leave the Garden now. Divides the team up however you like but you might
want to leave it as Irvine wishes, to see a hilarious scene with Rinoa, Selphie
and Quistis. Or, put Irvine and Zell in your second squad to see another funny
scene with Irvine and Zell.
---I choo choo choose Deling City--Move to the train station. You HAVE to catch a train here for 3000 Gil, since
the road to Deling City is blocked and you can't get there any other way.
Deling City is probably the most atmospheric city in FFVIII but it's
so big that its geography is still puzzling me. Exit the station and you'll see
how big the city is. You can either explore on foot on via buses.
Check out my pathetic excuse of an ASCII diagram of Deling City. Note how Deling
City streets go in loops, so if you follow one direction you'll eventually be
right back at where you started. A couple of things to note, there's an "Arc de
Triumph" ripoff at the center of Deling city. Also note the sidewalk that's like
a shortcut to the Arc, it's right opposite Caraway's mansion, and there's a DP
there for Thundara. They will be important later, but now the only place of
interest are the hotel and shopping districts. Also if you stay at the hotel
here, you can read an issue of Timber Maniacs.
EXIT---Rental car----------------Station----------Hotel
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Caraway Mansion----+------DP-------|
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Arc
Shopping
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-------Presidential Residence---> Card Check! The woman in green cross the street from the hotel is from FH, and
that means she uses FH rules. You can play a few hands here with her if you
like,
to abolish FH rules. They're Elemental and Sudden Death, both mild rules.
> At the shopping district, there's man in black on the left side of the street
near the guy in green. If you have completed the first step with the QoC quest
and lost MiniMog to her previous, he will has Kiros' card.
> Kiros' card mods into 3 Accelerators, which teachs a GF Auto-Haste. You can
use them now to double the speed of your entire team! This is up to you, I would
rather wait til I get more GFs before modding their skills.
Talk to the guard outside Caraway's Mansion and he won't let you in unless you
prove yourselves in the Tomb of the Unknown King to the north and get the
password. He hands you a map as well. Buy a location displayer from him if you
want and have him escort you out of town.
---The known Tomb of the Unknown King--The Tomb of the Unknown King is not shown on the map but you can find it to the
north-east. Look for a long and slim peninsula on the map, and finally, the
ground around it should be grasslands, not rough land like the rest of Galbadia.
> Magic Check! Before you enter the Tomb of Unknown King, make sure you have an
adequate supply of Float spells. Draw from Thrustaevis if you haven't.
Enter the tomb and save at the SP, check you junctions. BTW, you should choose
your characters carefully too. I ALWAYS have Selphie in my party in the first
half of the game because you can get some really cool spells that you can't get
at that point of the game with her Slots.
> Junction Check! All your characters should have Mag-J and 2 have Vit-J.
Junction to HP too, if you have it. Just junction your best spells, as
everyone's going to have vastly different spells available, depending on what
optional things you've done at this point. Use auto junction is fine, except
always check you have nothing junctioned to Elem Atk. It's next to useless.
Souma written in with what she had at this point. If you're a keen card player,
these spells are not out of reach. If you're really patient, you could've even
gotten stuff like Full-Life, Flare and Holy by the bucket.
"I think my junction list looked a little more like:
HP: Quake (Dino Bone from Armadodo/T-Rexaur card+Time Mag-RF=20 each)
Str: Tornado (Windmill from Abyss Worm card+T Mag-RF=20 each)
Vit: Meltdown (Mystery Fluid from Gayla card+ST Mag-RF=10 each)
Mag: Pain (Cursed Spikes from Tri-Face card+ST Mag-RF=10 each)
Spr: Regen (Mesmerize Blade from Mezmerize cards+L Mag-RF=20 each)
The cool thing is, you can win all these cards in games at Balamb (especially
with Diff or All rules in effect) so as soon as you get the appropriate Mag-RFs
you could be really mowing the opposition down :)"
Or you might have something like this... either way, doesn't matter whether
you're strong like Souma, or just using spells drawable til this point, it's
good enough.
HP:
Str:
Vit:
Mag:
Spr:
Zombie/Dispel/Aero
Zombie/Aero/Demi
Protect/Dispel
Demi/Break
Shell
It is weak against wind so you can do extra damage if you junctioned Aero to
your Elem-Atk. Otherwise, he's pretty easy. Simply summon a high level GF like
Shiva will get rid of him easily. Else you can try your hands at Selphie's Slots
and see if you can get some nifty spells (not necessarily offensive spells, ones
like Aura and Haste are great!)
This fight is exceptionally easy and Sacred usually dies before you
can even say "what?" Even if you weren't powered up.
Mug: NONE
Win: 8x G-Hi-Potions
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Junction Check! If you have gotten 100+ Life spells, trade them in HP-J or
Vit-J, they're really good spells for now. Also, make sure that (since you only
have access to 2 HP-J abilities) the character who hasn't got HP-J gets the VitJ ability, or else they just won't survive the next fight!
Take 3 more right turns and you'll end up in the northern chamber. Examine the
right side of the wall where there should be a chain, Squall will release the
floor gate, bring water into the man made canal.
> Magic Check! There's another DP here and I think it's hidden, it holds Float.
Take another 3 right turns and you'll end up in the room to the west. Examine
the wheel thingy on the left side of the wall to turn it, I think it lowers the
drawbridge leading to the centre of the tomb.
> Magic Check! DP here is Cura. A hidden SP further away.
Make your way to the centre of the structure. If you're don't have a very good
sense of direction, try take 3 right turns to go back to the entrance and take 3
straight paths to the centre. A bridge leads to the coffin and you'll see Sacred
again but this time, he's angry and calls his big brother Minotaur, who is
actually a miniature version of Sacred. They'll both attack you!
BOSS - Sacred and Minotaur ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sacred - LV6
HP1085
Draw: Shell, Protect, Berserk, Life
Weak vs: Poison, Wind
Immune: Earth
Minotaur - LV6
HP1530
Draw: Shell, Protect, Berserk, Double
Weak vs: Poison, Wind
Immune: Earth
Minotaur proves that size does not matter since he's actually stronger than
Sacred. His attacks HURTS! He also has an attack that deals damage to all your
members and both brothers have a combination attack (Mad Cow Special) where they
strike the ground, sending shockwaves that can do a lot of damage! Oh yeah,
don't forget that they can both regenerate every round.
The first thing I do is to draw Double from Minotaur and cast it on Selphie,
then let her cast Float on everyone (which eliminates the threat of Mad Cow
Special.) If you are weak you can draw Protect and cast on your party members,
or use Wall from Selphie.
I recommend that you take down Minotaur first since his attacks
damage so cast Float on Minotaur first. You can damage him with
level GF summons or your Limit Breaks (Zell's Duel is excellent
anyone gets KO'd, Sacred offers Life spells that you can use at
do so much
either high
at that.) If
your pleasure.
When Minotaur's gone, it's basically a sure victory. Draw some more Life from
him if you want some more and beat him again like how you beat them before. Note
neither of them have anything to steal.
Win: 8x G-Returner, 8x G-Hi-Potion, Sacred's Card
AP: 40AP
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Card Check! You'll win Sacred's card after beating them and then the ghost of
the unknown king shows up (spooky!) and gives you Minotaur's card also. They're
both excellent corner cards y' know.
Get outta the tomb when you're done and get back to Deling City.
GF PROFILE - BROTHERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strong like stones, the brothers Sacred and Minotaur have replaced
Titan in the series. Their summon attack, Brotherly Love, really puts
on a good show and crushes enemies in their paths with falling rocks
and stones. Although it's strong in their own element, Brothers'
summon is probably the least useful out of all GFs in the game since
earth elemental attacks are not all that useful in the first place.
It can get most jobs done if you're good at Boost though. Ability
wise, Brothers resembles mostly Shiva in that not very many of their
skills stand out, but it's still a useful GF that offers a good deal
of Junction Abilities. The part that makes Brothers really shine is
its ability to raise one's HP to the extreme, easily turning a
weakling into a giant pincushion.
Best abilities: HP+40%/80%, HP Bonus
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> GF Check! Set a new ability for your new GF Brothers. Boost should come first
especially if you decide to do a tiny bit of powering up for the 10AP needed.
Then Spr-J would be as good as anything (since you'll only have 1GF that offers
the same ability that this point.) HP+40% is also very good but remember, it's
also very expensive.
---Things to do #2--Ok this is quite a minor thing but if you're the kind of person like me who got
really excited after getting a previously unobtainable Kiros' card and wants
more, you can continue with the Queen of Cards quest now.
> Card Check! Return to Dollet to visit your old friend the Queen of Cards. Save
at the hidden SP located upstairs at the pub and challenge her to a card game.
Deliberately try to lose the Sacred card and get her back to Balamb.
> To loose a specific card, choose to use that card plus 4 really cheap cards
like Funguar that I bet you guys all have many. Just loose the game and they're
sure to choose the card you want to loose. If you're playing Direct (arrgghh!!),
you can probably trade your cheap cards for something better by leaning the
strong(er) side of your weak cards against a weak(er) side of your opponent's
card but make sure that she cannot take it back afterwards.
> You don't have to get her to go back to Balamb really, but the problem is that
the probability for her to return to Dollet is exceptionally low in ALL cities
in the world, and you can ONLY get access to the information about the new cards
in Dollet, meaning you'll have to do lots of resetting. Anyhow, it seems that
the probability for her to return to Dollet is at its highest in Balamb, making
it the best choice when you don't have many choices.
> You can't really get the new card until FH in disc 2 though. :( But you can
win back the Sacred card from her son.
EX TIP - Getting Lion Heart in Disc 1! ========================================
Thanks to XP39C@aol.com for this trick.
Although it is time consuming, you can get Squall's Lion Heart weapon now, as
all the necessary ingredients are available right now. The required items are:
1x Adamantine
4x Dragon Fangs
12x Pulse Ammo
The only way to get Adamantines at this stage is from modding the Minotaur card
that you've just received. Dragon Fangs can be gotten from carding Grendels and
there's a chance that it may drop one for you. The most tedious ingredients are
the Pulse Ammo. You had to be a keen card player in Balamb and accumulated 20
Elnoyle cards. They can be refined into 20 Pulse Ammo from Ifrit's Ammo-RF. You
can also win back Minotaur's card from the CC gang in disk 4, so it's not like
it's gone forever. However...
I reckon this isn't worth the amount of time it takes. You've only got about an
hour worth of game left for disk 1, and Squall's not available for SEVERAL
missions in disk 2. I reckon if you want to get Lion Heart early, do it on disk
2. You can grab a piece of Adamantine from the robot boss in FH and doing
Irvine's quest in FH nets you 5 FREE Pulse Ammo, reducing the number of Elnoyle
cards required down to just 10.
===============================================================================
Or if you've decided not to mod the Lion Heart, you can always obtain Squall's
Blasting Zone finisher by modifying his Shear Trigger to either a Cutting
Trigger, Twin Lance, Flame Saber or Punishment (if you haven't already done so.)
Blasting Zone is not a very good move if you ask me, although it seems to be the
one that's triggered the most out of all his finishers.
A Cutting Trigger is easy, modding Mesmerize's card for the blade. You can get
Betrayal Blades and Turtle Shells needed for the Flame Saber from modding
Forbidden's and Adamantoise's cards respectively. The ingredients needed for the
other 2 models are rarer since you won't have fought the enemies that drop them
and they require many higher level cards. I got Flame Saber at this point.
---Sorceresscide--Make your way back to Deling City and talk to the guy in front of Caraway's
Mansion, but before you do that, don't forget to buy some Normal and/or Shotgun
Ammo for Irvine if you don't have any, without them he'll be shooting blanks.
Alternately, you can refine them from Ifrit's Ammo-RF and you may even be able
to afford more advanced deals like Dark Ammo etc. Screws gotten from Geezard are
an inexpensive source of Normal Ammo. Also note Normal and Fast Ammo are
interchangeable using Ammo-RF as well.
Give your code to the guy in front of the mansion, remember, you have to input
the ones, then tens and then the hundreds digits in that order.
Get inside the mansion and after Rinoa runs away, Caraway will appear and give
out detailed explanations about this mission. You'll have to follow him around
town for it but do pay attention to his briefings. When you're ready, talk to
him again in his mansion of begin the mission. You'll divide into 2 teams:
Gateway team: Quistis, Zell, Selphie
Sniper team: Squall, Irvine
Notice that Rinoa is in neither team, but it doesn't mean that she does not come
into play here.
When General Caraway and the Sniper team leaves, you'll control Quistis. Try to
leave and she'll bump into Rinoa who said that she has a plan. Quistis then does
her Judge Judy impersonation and leaves.
You'll then take control of Squall and Irvine, just follow the rest of the gang
as the general takes you guys to your stands. The scene then switches back to
Quistis who wants to apologize to Rinoa, so move back to the mansion. You don't
need to alter your junctions just yet.
Inside the mansion, Rinoa escapes but Quistis arrives and gets locked in!
Rinoa
You'll now play as Rinoa alone. Save at the SP and descend into the manhole if
you wish. You can remove the GFs from the other characters and junction then on
her if you want, but it's just way too much of a fuss since this scene is short.
Inside the sewers, just keep heading left to get Weapon Mon May at the dead end.
If you encounter any fights just run. If you want to card, ignore the Red Bats
since they're so weak! The Creeps are okay but Angelo Rush can come at the
unexpected moment so I suggest you just run.
Climb the crates once outside to get to the sorceress' chamber then sneak up to
her. Watch the awesome FMV and Edea's speech.
Gateway team
Quistis' team is being locked inside the mansion. Selphie and Zell will search
for clues. The lady in the painting and the maiden statute will hint a way outta
here, cups! Grab a glass off the shelve and examine the status to open a doorway
to the sewers.
There's another SP down the stairs. You don't really have to re-junction your
character for this scene as it's exceptionally short and not worth the effort.
Just climb the ladder and you can climb the first water wheel to get to an upper
path. The scene will end after a little walk, then the parade starts.
Sniper team
Watch another exceptionally cool FMV and sneak into the palace after Irvine.
Climb the crates like Rinoa did but do junction yourselves properly this time,
as a fight is coming up.
> Junction Check! Junction all your GFs on Squall and Irvine, try to spread them
out a little so each character gets the Junction Ability for all 5 main
attributes. As for commands, Attack, GF, Magic and Draw would be ideal.
> Magic Check! Not much here yet but if you want a lot of Break spells, give any
Breaks your guys already have to a non-active member.
> GF Check!
- Siren: You should have gotten ST-Defx2 already, so the rest don't matter so
much. Treatment is good but it's likely that Siren's level is a bit too low to
acquire that skill. Remember to get it once she's level 12 later ok?
- Diablos: If you really have been training hard, his HP-J, Hit-J
- Carbuncle: Recover Med-RF, remember you'll gain 20AP in the next fight, so
if you've gotten 10AP in the sewer you will be able to master it in this fight.
BOSS - Seifer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Seifer - LV6
HP345
Draw: Fire, Cure, Life
Weak vs: Poison
Squall will have to fight Seifer alone, but he's a piece of cake. You shouldn't
have any problems here. Even Squall's regular attacks can take him down easily
if you junctioned good spells to his Str.
Make sure you Mug him, as he holds the rare Hero item although it is very rare.
Don't use trigger, cuz he has sissy HP and if you don't succeed, heal him before
you do it again.
Mug: Hero
Win: Nothing
BOSS - Edea ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Edea - LV8
HP3400
Draw: Cura, Dispel, Life, Double
This can be an easy fight if you summon Carbuncle with someone to put up Reflect
on all your guys (this is also the only fight Carbuncle comes in useful.) Edea's
AI will then be screwed up as she'll continuously cast Dispel on all your
characters until all Reflects are destroyed. She'll sometimes use her "physical"
attack Astral Punch though, but that's extremely weak.
For offence, just use your regular attacks (my Squall was doing ~1000 damage to
her at this point) or summon high level GFs like Ifrit. Don't bother with Siren,
as Edea is powerful enough that she cannot be Silenced at all. If you like
spells, Water is a good and cheap spell to cast, just draw Double from her and
use it on yourself.
Her draw list is pretty disappointing for the "most powerful sorceress in the
world". You can Mug her for an Elixir.
Mug: Elixir
Win: Nothing
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The fight ends with a pissed off Edea, as she unleashes her Limit Break and
nails Squall. Is this the end?
========================= End of Disc 1 =============================
============================ Disc 2 =================================
Disc 2's in most long RPGs are mostly drag-ons, making a game longer with boring
events, it's more so in FFVIII. The first half of this disc is exceptionally
linear, but you can have a good long break from the story halfway through it,
with a good number of side quests and secrets.
---Win a hill--My first reaction was "What the? Did I put in the wrong game?" at the start of
this disc, since you're given a scene that has absolutely no relation to the one
you've just seen. Anyway, you're Laguna and a little girl runs up to your room
The team plans for a jailbreak but their weapons have been snatched away. Zell
came up with a good idea to go reclaim all of the weapons since he fights with
his fists.
> Junction Check! Take off the GFs and put them on Zell. Make sure you equip
Enc-None. Also make sure Zell has several Break spells in his inventory.
You'll be on the 7th floor of the prison. Before you start I suggest you move
DOWN one floor to 6th, as there's a convenient SP right there. Then take the
stairs up to 8th floor and you'll see 2 guards toying around with the team's
weapons. Approach them and you'll have to fight. Cast Break on them for no EXP,
otherwise you can summon a GF to kill them if you have enough of a buffer.
Now that you've claimed your weapons, it's time to give the guards a run for
their money. Watch the awesome sequence where your team shows off their skills!
(Especially how Selphie handles her nunchakus.)
> Junction Check! Remove the GFs from Squall and Irvine and replace them on the
trio, make sure your Magic attributes are good. Everything else ain't as
important but give the GF command to whoever that gets Siren. Give Mug to
someone too. I had:
Zell: Ifrit, Siren, Carbuncle
Quistis: Shiva, Diablos
Selphie: Quezacotl, Brothers
You'll then get a visit from your old friends, Bigg and Wedge, who are not very
happy after the Dollet incident. They attack your team.
BOSS - Biggs and Wedge ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Biggs - LV9
HP1671
Draw: Cure, Haste, Slow, Regen
Wedge - LV9
HP1608
Draw: Fire, Shell, Protect, Reflect
This battle is again pretty easy, and again, they have good spells worthy to
spend time to draw. The most valuable spell is probably Wedge's Reflect, as
they're excellent for Spr-J even though they're lousy by themselves. Biggs'
Regen is also fairly decent for junctions at this point of the game (HP/Vit)
unless you've got loads of better spells. Biggs also holds Haste and Slow. You
can get some of them if you want but keep in mind that both of them (especially
the latter) can be refined extremely conveniently from Diablos' Time Mag-RF. So
just get some if you like.
Their attacks are fairly weak, but they do occasionally cast spells. The first
thing to do in this fight is to summon Siren to Silence both of them, or they'll
cast annoying spells all the time.
Oh yeah, mug them if you have the command. You can get a rare Regen Ring from
one of them, compared to the crappy Potion or something for defeating them.
When you're satisfied with your stock load of drawn spells, just summon a high
level GF to kill them off. Or use your Limit Breaks or whatever.
Mug: Regen Ring (Biggs), Strength Love (Wedge)
Win: ?
AP: 10
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Now you'll have the freedom of exploring the complex, however, when you step out
of your cell the alarm sounds as monsters are released. The random encounters
here aren't really worth it, as a lot of the time you can run into soldiers or
enemies that can't be carded. I usually just stick Enc-None on someone to get
through this part.
We wanna save our game first though. There's a SP on floor 1, 6 and 10, the
nearest of course is floor 6. Every floor follows the same pattern, and there
are 2 doors on each floor (left and right), some are locked, some contain very
good items. I'll list what's contained on each floor. Also, on some floors
there's a barrier separating the stairs up from the stairs down, so you'll have
to take the long way around.
Floor
Floor
Floor
Floor
Floor
Floor
Floor
Floor
Floor
Floor
Floor
Floor
1: Hidden Save Point (left), Combat King 001 (right, it's on the floor)
2: Pet NameTag (left), Str Up (right)
3: Pet House (right)
4: Tent (left)
5: Card player 1/500 Gil (right)
6: Save Point (near stairs up)
7: You start in left room
8: CC Joker (left)
9: Berserk DP (right)
10: SP (left), Card player 2/300 Gil (right)
11: Card player 3/200 Gil (left), Thundaga DP (right)
12: Nothing of interest
> NOTE! There's a man from garden on floor 8 and he sells you items. Remember
him, because he's actually Joker of the CC gang from Balamb Garden! You can also
sell stuff that you don't need at his store too.
Card tip - My first Rosetta Stone! ++++++++++++++++++++++++++++++++++++++++++++
There are prisoners on certain floors that will play cards with you FOR MONEY!
Player 1 charges 500 Gil, player 2 300 Gil and player 3 charges 200 Gill per
game. It is unlikely that you will run out of Gil but if you do, and you've
learned Carbuncle's Recovery Med-RF you can start manking infinite money. Just
check below for it. Card players 1 and 3 will also give you items when you win
and player 2 will upgrade your tutorial and give you Character Report. They both
give you Potion, Eye Drop and Remedy. Lets see their rare stuff:
Card player 1 (500 Gil)
Gysahl Greens, Mega Phoenix, Phoenix Pinion, LUCK UP!
-> He also uses all LV6 boss cards.
Card player 3 (200 Gil)
Hi-Potion+, Holy Stone, Mega Potion, HP Up and ROSETTA STONE!!!
-> He uses LV5 cards and has really really screwed up AI!
As you can see that you can score some very rare and very good stuff. However,
your chances are random... and crappy at that. If you are patient or lucky, you
could farm them here. You might as well bang your head against the wall, cuz
they're pretty rare. I do recommend that if you are going to play here for a
little while grab yourself just ONE Rosetta Stone. Studies have shown that
people who spend too much time here tend to go crazy, so knock yourselves out.
Having said that, if you do manage to grab a Rosetta Stone you can start
powering up your characters as soon as you get GF Leviathan and that's not too
long away! Some players like to have a couple of their characters built up and
although there's a slim chance you may get a Rosetta Stone during the Balamb
mission, this is still your best bet at securing one early.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
When you get to the top, free Squall in the room and you'll get Squall back. If
you said "Let me die!" before, the 3 Moombas where will offer to break down the
barriers separating from the stairs up to the stairs down for 3 floor, just
choose which ones you like. The team decides to get to the bottom via the crane
while Zell operated the machinery in the control room. When you get to the
bottom you find that it's all covered in sand and have to get back up again.
Then Zell's in trouble. When you control Zell, hold the left stick down to make
him run clockwise to the next screen, if you do it correctly, the guard will
barely miss Zell, else you'll have to fight the guard. If you do it's no biggie,
just cast Break.
After some more cut scenes, Irvine shows up with Rinoa and the team gets
reunited yay! You'll now have to divide into 2 teams again, Squall's team will
look for an exit to the top level, Irvine's team will hold the enemies back.
Choose whoever you wish but remember, Rinoa is a mandatory member in Squall's
team and Irvine's team don't have to fight the boss, so choose someone with good
abilities as the third team member in Squall's team. I recommend Quistis if
she's learned most of her abilities now (like Mighty Guard), else Selphie.
Squall's team
> Junction Check! Hopefully, you've exchanged the junctions from the other
characters, and keep that Enc-None equipped at all times. Keep the Mug command.
Movin' on up. This is also your last chance to play some last minute cards.
Irvine's team
Not much here really. You don't have to exchange all the junctions since they're
not going to fight anyway. Just exchange whoever has Diablos with the Enc-None
ability to one of the guys in Irvine's team and climb the stairs down.
Squall's team
You should see 2 Moombas, talk to them to get a Cottage and a Rename Card. Take
back Diablos and keep movin' until you reach a round platform with a computer
terminal. The computer is there just for decoration but what you really wanna do
is to equip Siren's Move-Find to review the hidden SP to the right. Save there
and move up a bit more to trigger a boss fight.
BOSS - Elite Soldier, GIM52A x2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Elite Soldier - LV8
HP229
Draw: Fire, Blizzard, Thunder, Scan
Weak vs: Poison
GIM52A - LV8
HP1736
Weak vs: Lightning, Earth, Water
Immune: Poison
The guys are hardly worth mentioning. Only reasons they count as boss is because
they give no EXP. The Elite Soldier is most annoying as he keep casting support
spells like Aura/Shell on the robots and negative ailment spells like Meltdown
on you! The robots are big damage makers with Micro Missile.
Attack and kill the soldier first with Squall, it should do the job in one hit
if you junctioned his Str properly. Otherwise you can disable him with Silence.
With him out of the way it should be easy. Cast Wall with Selphie's Slots after
Micro Missile if you can. If you need healing, use Selphie's Full Cure or
Here's my recommendation:
Missile Base team
Selphie
Irvine
Zell
The lovebirds (Selphie and Irvine) will be happy, but Irvine is a great member
to support Selphie's team. Also, her team needs heavy offenses so Zell makes
another excellent member. As for Squall's team, Rinoa is basically there for the
FMV (yup, that's all she's good for) but Quistis is absolutely marvellously
useful with her newly acquired Micro Missile at carding the enemies.
---We're the train-stealers--The group separates again and you'll control Squall's team. This is an extremely
short scene so just head left to the engine of the train and the scene will
automatically take place. The member on the bottom slot of your team gets to
mock the soldier.
---Is that a rocket in your pants or are you just happy to see me?---
> Card Check! The card maniacs will be happy to know that another rare card is
available for grabs after a long, card-less journey. Head back to Deling City
with Selphie and enter Caraway's Mansion. General Caraway has Rinoa's card but
he refuses to use it if you don't loose your Ifrit's card to him first. So do it
and after a couple of rounds, he'll use Rinoa's card. Talk to him about cards
after you won Rinoa, he said he's lost it to Martine, no wonder, since he uses
such crappy card. Don't worry, we'll be getting Ifrit back in a teeny weeny
while.
> Note you don't have to make this side trip now, you can always come back later
after you've obtained more mobile means of transport. However since you're in
the neighborhood you might as well do it now than having to make a separate trip
later. Convenience is everything.
Get back to the Missile Base by heading west. You're suppose to drive into the
place but if you walk instead, you'll see the funniest scene in the game!
The gang parks the car in the parking lot and comes out dressed in Galbadia
uniforms. It's funny here if you took Irvine along. Just enter the room and save
at the SP.
> Junction Check! Not much to say here but just the usual, I usually use the
auto-junction command to set my characters automatically (favoring magic) but do
check your Elem and ST Def and Atks, since the game usually junction attributes
you don't want. (It's a good idea to keep your Elem-Atks free of spells.) You
don't have to fight for a while so you can readjust later if you want.
> GF Check!
- Diablos: Hit-J, Character Abilities after that
- Brothers: HP+40%
- Carbuncle: Vit+20% and Vit+40%
Examine the left ID card slot and Irvine'll give you a card he found in the car,
which is accepted. Since this is a reconnaissance mission so it's a good idea to
AVOID ALL FIGHTING. You will get penalties on your SeeD rank everytime you get
discovered. If you do everything perfectly you can raise TWO ranks at the end of
this mission.
You'll meet many soldiers within the complex and they'll ask you questions. The
answers you give back are usually divided into 3 types: Talk your way out of it,
run away and fight. Choose to talk your way out of as many situations as you can
because not only you get to hear some of the craziest excuses Selphie makes up
(and how the idiots actually believes her!), you'll also avoid fights. If you
choose to run away, the soldiers will realize that you're a fake and sends some
monsters at you.
To get pass the first guard, just act casual or whatever, although you do get to
see a funny scene if you choose the second option. Two more screens after that
you'll reach an intersection-like platform with a computer to the right.
> Magic Check! If you take the exit to the left, you'll reach a hidden DP with
Blind on the same platform as 2 guards who looks like they're urinating at the
edge of the platform. The central room has a DP for Full-Life!! (And it's
recoverable too!)
What to do here is to talk to the soldiers near the Blind DP then go into the
central room and talk to one of the guards, then go back again. They'll want you
to do a favor of checking the control room or something like that.
So head back to the place where you saw the first guard and tell him you're
there to take over.
> Magic Check! Another DP in here has Blizzara, if you even bother that is.
Have Selphie screw around with the key panels, do what you like here. All of a
sudden the lights went out as the power had been cut off. Exit the room and
you'll bump into 2 guards. Choose to talk your way out of it (funny) and you'll
dispose of them anyway.
Head back into the intersection platform and try to get pass through the central
door, a commander steps out but just play along and help him. You know what they
say - "No pain, no gain" so you won't get anywhere without putting in some
labour, so help the guard to push the large don't-know-what to the right. You'll
then get to operate the computer.
> Magic Check! The Full-Life DP should be active again so get yourselves another
pump before sayin' goodbye to it. :(
Operate the computer and all your gotta do here is just change the type of
missile and set the Error Ratio to the maximum and hope that the missiles will
miss Balamb Garden. Then upload the data and you're all set. Save your game.
Try get up the stairs to the right. You'll meet up with another commander but
talking your way out of it doesn't work this time, since he's the only smart one
around here and knows that your salute is wrong. So you do have to fight.
They're waaaaay too easy, one hit and they're gone. But you might want to draw
some Confuses. Like Berserk, they're useless by themselves but are excellent in
ST-Def later. The soldiers also have Reflect if you want some. You WILL gain EXP
for this fight cuz Break doesn't work. But killing your guys off is sometimes a
bit more hassle than its worth so if you have enough of a buffer, just summon a
GF to wipe them out and hopefully the EXP you gain for this fight won't do much
harm. Otherwise you'll have to kill your guys off and let the one with the
highest "EXP 'til level up" guy handle it.
> Junction Check! Junction Quezacotl to Selphie because she should still have a
high Compatibility with it after the Dollet event. Junction good spells to both
Zell and Irvine's Str (ie, Quake if you have it, or Demi or something like
that.)
Equip Enc-None now, but you don't have to bother with Mug.
After the fight, make sure you check your junctions now so you won't have to do
it with the timer on. Just examine the computer terminal to the left. Enter the
next room and set the self-destruct sequence. If you're feeling confident with
the game and wants a pay raise, choose 10 minutes to rise your SeeD level by 2.
> NOTE! For the up coming battle, you might want to put Zell and Irvine at
critical by swapping junctions with another member and change back.
Choose your time and if it's 20 minutes or below, you can use the shortcut to
the right, which leads to the first room with the card-locked doors. If I
remember correctly, all the SPs disappears for no reason, which is a pain. Exit
the door and you'll see a long sequence with the timer ON (which is frustrating
but shouldn't be a problem.) A large robot comes in and you'll have to fight
another boss.
BOSS - BGHZ51F2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BGHZ51F2 - LV8
HP: 5600
Draw: Shell, Protect, Stop
Weak vs: Lightning, Earth, Water
Immune: Poison
A large robot but its attacks are quite weak, it has a high defense though,
which can be a problem. It has Stop in its draw list, but the last thing you
want to think about is drawing with a timer on right?
What you do here is to let Selphie repeatedly summon Quezacotl like in the XATM092 fight and aid it with Boost. If you've acquired the SumMag+??% then it'll
be great too. Otherwise, just repeatedly cast Waters, a cheap and fairly decent
spell or Thundagas. I used a fully maxed out Quezacotl with good boost and it
did JUST enough damage to kill it in one hit.
Irvine and Zell should be in critical if you did the swap junction trick so just
unleash their Limit Breaks to make this fight a breeze. It should only take like
2 minutes.
With the robot out of the way, you'll have to fight the soldiers. One cool thing
is to let Selphie charge up for Quezacotl when the robot is almost dead, then
have Zell unleash a long and powerful chain combo with his Duel and kill it.
When the guards arrive, Quezacotl should kill them before they can even act!
Mug: Nothing
Win: Weapon Mon Jun, 4x Potions (soldiers)
AP: 24
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The gate shuts locking Selphie's team in.. Oh no! Oh well, I'm sure they'll
survive since even Squall survived after Edea's chilling spikes!
---Hanging Garden of Balamb--The scene will switch back to Squall's team, who has just made it back to Balamb
Garden. It's total chaos back here, SeeDs and cadets running around like
headless chickens.
> Junction Check! Swap all the junctions from Selphie's team but do equip the
Card command on either Squall or Rinoa. Swapping the junctions will make your
characters critical. It's also a good idea to heal Rinoa so that her Angelo Rush
doesn't come and ruin and party.
You'll be mistaken for Cid's followers and those guys dressed in cult-ish
clothing will send monsters at you. They're easy so simply use Quistis' Micro
Missile (since she's in critical status) and card them.
You have to search every area in the garden, and each time you'll have to fight.
I'd clear the dorms first because there's a SAVE POINT there! (Imagine having to
do Missile Base again. Yuck!) Here's the list of enemies and what you are given
for each area that you free.
Garden gates: Grat, Caterchipiller
Dormitory: Caterchipiller
Cafeteria: Bomb (Gysahl Greens, also a hidden Demi DP)
Quad: Bomb, Glacial Eye (X-Potion)
Parking: Grendel (Tent)
Have Squall climb the ladder and he'll fall into a room, activate the switch and
take the ladder back. Examine the blinking green light and take then ladder in
the foreground down to a platform with a SP. Examine the terminal near the SP to
open up the gate, then save because when you try to approach the gate, 2
monsters jump out of the water and attacks.
BOSS - Oilboyle x2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Oilboyle - LV7
HP2786
Draw: Esuna, Blind, Cure, Confuse
Weak vs: Fire
Immune: Water
These 2 white squid-like thingies likes to spit oil on you, which does quite a
bit of damage for oil.
They have Confuse so draw some if you like, and if you haven't had the chance in
Missile Base. If one of your character gets inflicted by a status change, draw
Esuna.
You can steal 4 Fuels for your car by stealing from each Oilboyle,
which ain't the best items around but it sure beats the Magic Stones
or whatever you get for beating them.
Defeating them is easy, simply summon Ifrit will cause major damage. Try out
some of Quistis' Blue Magic for this fight, although Aqua Breath won't do much
good since they're immune to water. If you have gotten Fire Breath by exchanging
cards, use it to maximum effect. This is an easy boss.
Mug: 4x Fuel (each)
Win: 10x Wizard Stones
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When it's over, make your way deeper into the structure and you'll eventually
get to some kinda power generator. Fiddle around with it and you'll eventually
see an awesome FMV where the Garden takes flight, barely escaping the missiles.
After some event, you're called to the balcony. Go there (on second floor) and
you'll get more FMVs and a special one if you bought Rinoa along. You are then
called back to Cid's office again, and you'll see how Squall pilots the Garden
to avoid Balamb town.
The next day, Squall'll be lying on his bed as Rinoa comes in and wants him to
show her around. Take her around the place if you wish. When you get to the
lobby, a Garden worker guy comes and tells you that Master NORG wants to see you
and tells to you go to the basement.
When you get down there, you'll see a very angry Cid loosing his temper, he
leaves and Quistis comes in.
> Junction Check! Make sure you have a good Spirit level, and Str for both Rinoa
an Squall. Take Mug for this fight. Junction Silence to ST-Def and give Item
command to someone. Try to exchange junctions to lower your characters' HP to
critical so you can abuse their Limit Breaks.
Then you'll be called to see NORG. YIKES! What is that THING? Squall reports to
NORG and it eventually gets angry and angrier and attacks.
BOSS - NORG ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Left Orb - LV9
HP597
kinda way because they say that they hate violence. After the scene is over,
there are still MORE goodies to be found.
> Magic Check! In the mayor's house is a hidden DP for Ultima! Of course,
something this good must be non-recoverable.
> Card Check! Mayor Dobe has Quezacotl's card. Try not to loose any rare cards
to him as it's very hard to get them back again.
> The mayor's wife has Irvine's card if you lost the Sacred's card to the Queen
of Cards like I've told you to above.
> Martine who sits outside the mayor's house uses many LV7 bosses cards that he
confiscated from students in Galbadia Garden so you might want to play a few
hands with him. (He's slow though.) Also, if you lost Ifrit's card to General
Caraway, you can win it back now.
When you're on your way out, calls for help indicates that Galbadia soldiers are
invading. The stupid mayor tries to talk his way out of it and his wife blames
it all on you! Gosh what a bunch of sissies!
> Junction Check! Give your characters appropriate junctions and spread your GFs
around, Vitality is very important here. Give someone Mug and Enc-None.
> GF Check!
- Diablos: Think you've gotten all his important abilities already? Not yet,
he's such an exceptional GF as if you learn HP+20%, you'll unlock his +40% and
+80%!!! Wow, you'll almost never get bored with him.
- Brothers: HP+80% takes ages!
- Carbuncle: Vit+40%
- Leviathan: Don't get Boost first a lot of AP is gonna be a wasted, instead
get its Supt Mag-RF first. After that get Boost, Spr+20% and 40%.
Now head towards the way to the train station, save at the SP. If you didn't
pack Enc-None you can fight SAM08Gs. They drop Running Fires which are good to
turn into Demolition Ammos. When you do reach the mayor, you'll have to help.
The first fight is against some soldiers. They'll net you EXP so it's a no-no to
fight this properly. You need to cast Break and petrify then all. After that the
real boss shows up.
BOSS - BGH251F2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
BGH251F2 - LV7
HP5700
Draw: Shell, Protect, Stop
Weak vs: Lightning, Earth, Water
Immune: Poison
Yup, that one again, except it's already been trashed. It can only do some gun
shot attacks but they can be quite damaging if you didn't junction spells to
your defensive attributes. Draw Protect from the boss and cast them on the weak
members.
Did you bring Mug? Good, now steal an Adamantine from it.
This fight is as easy as back when Selphie's team had fought it. Have Quistis
use her Aqua Breath (which can do 3000+ damage!) and let Squall have his
Renzokuken. Rinoa do whatever, preferably summoning Leviathan or casting spells
like Water or any Thunder spells.
Mug: Adamantine
Win: 8x Missiles
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you kill it for good, it'll fall into the sea and.. Selphie's team climbs
out! They're safe, YAY!!! After the grand reunion and a talk with Rinoa, you can
explore the town again. You can take a mini-quest involving the Master Fisherman
to get some items, but what you really wanna do is...
Speak to the fishing kid. He'll finally "get it". You can go back to Master
Fisherman and you'll pick up Irvine along the way. Master Fisherman invites you
over to his room at the inn for some good times. Ooooooh. Sounds suspicious, but
I'll do it if there's something in it for me. Head upstairs at the inn, then
choose to keep him company. At the end, no matter which dialogue options you've
chosen, you'll get a Megalixir. Go back to Grease Monkey's house. Talk to the
soldier, go back outside and back in again, you'll score a Mega Phoenix. Now you
can return to the Garden.
> Magic Check! On the way back, check out the spot that Master Fisherman stood
when you first met him. It's a DP for Full-Life, too bad it's once only.
Go to the quad and cheer Selphie up. After that you'll see an important scene at
the bridge.
---Top of the Pops--Now you'll see an interesting scene where Selphie and Irvine got everyone
together to perform a number. To the musically inclined it should be a piece of
cake in determining which tunes goes with which. Choose which ever instruments
you want but I'm telling ya, if you piece together the Electric Guitar, Bass,
Piano, and Saxophone, you get to hear a nice instrumental version of Eyes On Me.
Irvine's side quests
You control Irvine in this scene and you can actually leave this screen and
explore the rest of FH! As a matter of fact, there are loads of Irvine exclusive
events that nets you some freebies, or just good for a laugh.
Get back to the train tracks and down the residential area, you'll notice that
no one is around. Head back to Grease Monkey's house, you'll see the soldier
again. Step outside and back. Talk to Grease Monkey and get a Phoenix Down. Now
search the soldier and you just hit the jackpot! Fast, AP and Pulse Ammo 5 each!
You can also explore Balamb Garden as Irvine to get different conversation.
Now when Squall wakes up, Rinoa takes him out to the concert. Hey, this is like
the Golden Saucer date scene in FFVII!!! Just follow this scene and hear some
seedy stuff Irvine has to say. When the concert begins, exit that screen to the
place with a porno mag which Squall has no interest in cuz he's got Girl Next
Door and it's better. ;) But it looked like Rinoa was interested in taking a
peek. ;) A loooooooong story scene will take place, and it's different depending
on what instruments you chose.
After this scene Squall will be back in his bed. Make your way back up to the
bridge and you'll see that Quistis, Nida and Xu have taken over the controls of
the Graden. And you can also control the Garden as a vehicle, just talk to Nida
when you want to go.
---Things to do #3--Having the ability to control Garden will open up a HUGE number of new places to
explore, tons of mini-quests, new GFs and cards! You'll spend at least 2 hours
with these mini-quests, so I'll divide this into more sections but you can do
Perhaps the most annoying enemies in the series is now one of the
good guys. Tonberries are creatures that resembles the Shumi Tribe
who wears coarse tunics, the knife and lantern they hold on their
hands are their trade marks. This GF's attack, Chef's Knife will stab
a random enemy in battle. It's non elemental, but it's still not very
strong and only targets one enemy, making the summon attack rather
useless, although it's cute. (Doink!) The Tonberry has a hand full of
good merchant-like abilities. The part where this GF really shines
comes from Tonberry's Menu Abilities, being able to alter the price
and stock of every shop you've visited and make them come to you! It
also has 2 unique commands, LV Up and LV Down which are helpful for
countless future battles. A few other skills are also pretty cool,
but the disappointing fact comes from the lack of Junction Abilities.
Best abilities: LV Up, LV Down, Initiative, Call Shop, Sell High,
Haggle, Familiar
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> GF Check! Tonberry should start with Boost then Haggle.
Odin
I'll say it again. I recommend that you come back for Odin later in disk 3, but
if you insist, this is what you do.
> Junction Check: Very important here, you all should have HP-J and most, if not
all, of the important Junction Abilities. Also, make sure that all your members
are in critical before entering. Pack your best spell in MAGIC attribute as
it'll be very important, and for Squall and Zell, junction your second best
spells in their Strength. Equip Mug, Enc-None, any Mag+??% or Str+??% for
Squall/Zell.
> Magic Check! If you've somehow gotten some Triples, exchange them
to a non-active members.
You have 20 minutes, but it'll be more than enough if you followed my advice of
equipping Enc-None and made your characters critical.
What you do here is to climb the stairs. There are many DPs in this area but I'd
advice you to ignore them for now, as the timer is rather merciless if you
decide to make those side trips.
Climb the stairs again in the place with a round statute in the centre keep
heading forward and into a room with some steps. Walk up the steps and an
elevator will take you up into a round shaped platform with 2 ladders. Take the
left one, which will lead to a room with some devices. Press the button on the
wall and get back down to the ground, press the blue thing between the ladders
and steps will magically appear to the right side of the screen, wow!
The stairs spiral around the central pillar thing. When you get to the top, you
should see a gateway thing and a demon statute atop it. Climb the ladders to
reach the statute and take out the eye. Now make your way down and climb more
steps to the right. Clime another ladder leading to the top of the dome and
you'll see the identical statute. Place the eye you found into the statute and
it'll give you a 5 digit pass code, jot it down if you can. Then remove both
eyes from the statute.
Return back to the first statute and place both eyes into the socket. The flame
to the right will start to emit rings, it's actually the place you enter the
pass code, so do it and press the cancel button. If the pass code is correct,
the gate should open, leading you to a big guy sitting in his throne - Odin!
Check your timer, you should have about 10 minutes left.
Blue Stone: Just examine the stone to the top left corner from the statue
Wind Stone: Between the inn and the locked house, examine the rocks
Life Stone: Outside Elder's house, examine the roots of giant tree
Shadow Stone: Opposite Ultima DP, examine the shadows at top right
Water Stone: Artisan's house, examine the kitchen sink to his left
> Magic Check! There are 2 more DPs around this area, the one in near the
statute is Firaga and the one outside the elder's house has Blizzaga.
When you're done, check back on the elder and after some pointless conversations
(they've obviously picked it up from Laguna) you'll be rewarded with a Phoenix
Pinion which summons the Phoenix GF during battle, and no, this item is not
unique. You can get them via several other ways. You will see a couple more
scenes outside his house, which leads to the next quest...
GF PROFILE - PHOENIX* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This Bird of Immortality has been a favourite among the series, and
no, I don't think this is the Cosmic Entity that saved Jean Grey. :P
By using a Phoenix Pinion during battle, the Phoenix will appear (in
a VERY cool graphical sequence) to aid your characters. Its flame
will burn the enemies for a good deal of damage and will revive all
fallen allies as if Life has been cast on them. The fire elemental
damage is pretty good IMO, I've seen this doing 8000+ damage. The
item is rare and expensive so it's not like you'll see Phoenix very
often, but you should see it at least once as it looks really
awesome.
NOTE!!! Stephanus Rudiyanto Natari <s_rudiyanton@mailcity.com> said
that if you have summoned Phoenix at least once in the whole game,
there'll be a chance that Phoenix will appear when ALL of your party
members are defeated in battle, therefore savin' your butt. It's
random whether or not that Phoenix will appear though, and it'll
still use up a Phoenix Pinion, so keep some of them in stock. (I
don't know if the number of Phoenix Pinions in your inventory will
affect the chance of the GF sppearing though.)
NOTE2!!! Katman told me that you do NOT use up a Phoenix Pinion when
it appears when you die. I don't know about this because I've never
Forest (Beginner)
easy. Sonar north
Once you have the
spot that reacts,
disk 1 at all, they will count towards it. I didn't play cards at all in Balamb
Garden disk 2 and Jack immediately revealed himself to me. Jack is the guy who's
walking around the lobby, he will reveal himself when the conditions have been
fulfilled. Winning the battle and you're ready to move on, there are 6 more
members of the CC gang left. If you're really havin' trouble with this guy then
you need to practice your card skills.
Club
He's a guy walking around in the northern passageway, between and cafe, dorm and
parking. Just talk to some guy around that area and you'll probably hit the
jackpot. After him, it's time for Diamond.
Diamond
The 2 girls standing nears the map of Garden in the lobby will play against you
next. (Hey not fair, 2 against 1!) Afterwards it's Spade's turn, although I will
make a side trip and challenge the Joker first.
Joker
The Joker is the guy who was selling you items inside the prison. He appears
randomly inside the Training Centre. Joker appears on a tiny island connected by
planks to the screen to the _right_. He has Leviathan's card so you'll want to
play him and win that card from him. Ironically, it's the only other Water
elemental card in the game! He also upgrades your Battle Metre as well.
Spade
He appears on the platform outside the elevator on the second floor and
apparently he is the same person who handed you those 7 cheap cards at the
start.
He's also a liar cuz he told you he didn't play.
Heart
Head for the bridge because... Heart is actually Xu!! Play her (she seems to be
quite slow) and win from her. She also carries Carbuncle's card so it's another
nifty win. After the battle Nida will comment how he didn't know that Xu was
actually Heart. Xu said it was a secret and Quistis said she already knew. One
more member to go, the King!
What you need to do now is talk to Dr. Kadowaki in the Infirmary. She will say
that she was the former King of the CC group, but she handed the title down to
another girl sometime ago.
King
What you need to do now is get back to your room and choose to be alone, then
rest. It's a random event so if you don't get to meet the King, try again.
During the middle of the night, Squall will be wakened by the King who is...
Elvis!! *Gasp* Kidding, it's Quistis. Actually it was rather obvious if you
piece together the clues. Anyway, she challenges you. The King carries
Gilgamesh's card so it'll be another great find. If you didn't get it this time,
go back to the bridge the next day and challenge her there.
> NOTE! All of the CC members carriy LV7 boss cards so you know where to go if
you wanna complete your collection. IMO, the LV7 boss cards are the WORST! They
are quite hard to get (as it's not a sure thing that they'll use them, unlike
the rare cards), harder to beat (since they're powerful and hey, even rare cards
have weaker sides!) and gives you really crap items with Card Mod. The higher
the CC rank, the more likely that they'll use a LV7 card, so if you want LV7
cards, I found Xu is the best person to go to.
-> Winhill <-
Remember this place? Yes it's still around and it has appeared on your map as
well. It's south of Missile Base and you can get there via Balamb Garden. It has
changed some, and most of the DPs from Laguna's scenario are still here. Go up 2
screen and you'll be at the road with a caution sign. There's also a baby
Chocobo running around. What you wanna do is catch it 3 times. First time you
get a Vase Piece, then some Gysahl Green and the last time is a Phoenix Pinion,
even though it says "Phoenix Down". If you keep doing it the mother Chocobo will
come and run you over. :D
Now go to the center of town and enter the mansion. The man here is shattered
because his vase... well, shattered. If you find all 4 pieces you can claim a
prize. Now examine the armor to the left and you'll see an amusing scene, and
get piece number 2. Now go to Raine's bar and examine the bottom right table and
you'll see a ghost. Go and examine it for piece 3. Go to the flower store and
examine the bottom right corner again and you've just found the last piece. Go
back to the mansion and the man will give you a Holy Stone.
-> Lotsa AP <Ok, everybody knows that Cactuars are good for AP right? Well, you don't
necessarily have to step onto Cactuar Island (which is only approachable with
the Ragnarock) to meet them. In the Kashkabald Desert in the Centra region,
which is near the 6th Chocobo Forest, you can encounter them as well. Fight
there for lotsa AP and single digit EXP, whoohoo! You might wanna come back here
every so often when you get a new GF to learn its skills. The easiest way to
kill them is with Irvine's Scatter Shot (Shotgun Ammo) as they never miss and
hits all of them at once.
-> Collecting spells <Now that you have Tonberry and Balamb Garden, you can have some fun at
encountering different enemies, leveling them up and you'll have access to
spells or items that you've never had the opportunities to collect. In any case,
make sure you take Quistis (for Micro Missiles) and the Card command.
You can encounter Ruby Dragons in the forests near Edea's house in the Centra
region, although they're really rare. Leveling them up will give you access to
Flare and Meteor. Make sure you have good junctions or else you can't even draw
properly. Also kill off one of your characters will "tame" the Ruby Dragon,
disabling their Meteor/Breath attack, making it safe!
Around the Trabia area, Gaylas are a very common, very weak enemey. Leveling up
gives you access to Meltdown, arguably the best junction for Vit.
-> Others <That's pretty much most of it. There are a couple of other bits and pieces but
nothing major. You can talk to the girl with pig tails who has a crush on Zell
with Zell in the party. Then leave the garden and come back, talk to the girl at
counter for another scene. You'll be able to set yourself up for more scenes
later.
Also there are events in both Timber and Dollet where you can get free stuff,
but if you wait til disk 3 these will be upgraded so I'll cover it later.
---Silence of the (Ba)lamb--Ho ho ho, when got the weight of the tons of mini-quests off your shoulders,
it's time to carry on with the story. Head over to Balamb and you'll see that
Galbadia Garden (also taken flight) has occupied the town of Balamb.
Zell rushes in and demands that you take him with you, as for the other
character, notice that Selphie is healed after the Missile Base mission? Take
her along if you want. Quistis ain't too bad either.
Talk to the guard next to the car and Squall'll make an excuse to get in. Try
going to the hotel to talk to the commander but it's blocked off by guards. They
want you to find the captain.
Go back to Zell's house and since the hotel is occupied, Zell has no choice but
to let you use his room. If you brought Selphie, you'll see a scene where she
jumps onto Zell's bed, if you chose Quistis she'll tell you something about
Zell's adventure on a T-Board and if you brought Irvine, he'll fiddle around
with Zell's gun collection. All of them are hilarious, but if you brought Rinoa
instead, you'll see a lame scene with her talking about Zell's grandfather
(she's rarely funny.)
If you wanna get outta town, talk to Big Bad Rascal and follow him around,
distract the guard when he goes to find the girl's parents and then he can help
you escape.
> Card Check! According to David Seo, if you did helped Big Bad Rascal, talk to
the hotel owner's daughter in the house next to Zell's. The girl will tell you
that she has her father's card (Pandemona) and you can get it now instead of
later. Whoohoo!
Whacha have to do here is to find the captain. He likes to play hard to get and
you have to keep asking people around town for details. If you can't be
bothered,
just talk to a guy near the docks and he'll tell you that the captain caught
some fish. Return to Zell's house and you'll see smoke coming out of it. After
speak to Ma Dincht, go back to the docks and talk to the dog. The dog will sniff
him out and runs towards the train station. Or alternatively go to the train
station and the guards should be down on the floor after eating the fish. To
make them move outta the way, keep talking to the one blocking the stairs and
everytime you do so, he'll move a little bit.
Enter the train and you'll find that the captain is no other than Raijin! He
runs away. Go back to Zell's house to save and check your junctions.
> Junction Check! Junction good spells to Vit. GF and Magic commands are useful
for this fight. Pack Mug if you wanna goodie.
> GF Check! Your GFs should have learnt a few new skills after the mini-quest
events right?
- Diablos: HP+??%s
- Brothers: HP+80%
- Carbuncle: Vit Bonus
- Leviathan: Should have gotten Spr+20% and Boost, move onto Spr+40% and Spr
Bonus when you're done
- Tonberry: Should have gotten Boost and maybe even Haggle, if so move onto
Sell High.
Head to the hotel when you're done, and you'll have to fight Raijin.
BOSS - Raijin, G-Soldiers x2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Raijin - LV7
HP2800
Draw: Thunder, Thundara, Shell, Protect
Weak vs: Poison
Absorb: Lightning
G-Soldier - LV7
HP87
Draw: Fire, Thunder, Blizzard, Cure
Weak vs: Poison
Nothing much of a threat. The soliders will go down in one hit. Raijin is
stronger and his attacks can hit for decent damage, about 200 each hit. He has
Thunder-type spells too, and can hit pretty hard but he's likely to go down
sooner than expected.
Mug 2 Str-Ups from him too. You can get them if you win the fight instead, but
you'll only get 1, so my advice is that you steal them.
Use regular attacks to take out the soldiers. Don't cast Thunder on him as he'll
absorb it. (It's actually pretty obvious when you look at his name. I think
Raijin means "Thunder" in Japanese.)
Leviathan works amazingly well on Raijin, about 1000 damage. Otherwise, use your
regular attacks or spells like Water (economical and decent power.) Tonberry
might work too (since he starts off at about level 30.)
Mug: 2x Str Up (Raijin), Potion/Phoenix Down (G-Soldier)
Win: Str Up (Raijin), Potion (G-Soldier)
AP: 12
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
After he's been beaten, you'll enter the hotel and yes, the commander is
actually Fujin! You'll now have to fight against 2 of them.
Boss - Fujin, Raijin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Fujin - LV8
HP2400
Draw: Aero, Cura, Life, GF Pandemona
Weak vs: Poison
Absorb: Wind
Raijin - LV7
HP2800
Draw: Thunder, Thundara, Shell, Protect
Weak vs: Poison
Absorb: Lightning
Yeap, Raijin still absorbs Thunder and Fujin will absorb Wind attacks, so don't
use them. Raijin still uses same old same old stuff but do look out for his
Raijin Special attack, as it can hurt you pretty bad. Fujin's Zan don't pose
much of a threat but her Tornado can hurt.
> GF Check! Do NOT forget to draw GF Pandemona from Fujin!
Mug Raijin again for more Str-Ups, Fujin has a Megalixir but winning gives you
the same thing so it doesn't matter.
For offence, Leviathan again works well, but it won't do as much damage to Fujin
as Raijin. Tonberry + Boost too. Regular attacks works exceptionally well if you
have good spells. Try getting your character to critical to unleash their Limit
Breaks if you want, but it won't matter too much. Magic isn't bad either, but
Fujin seems to be quite magically resistant so it's better to deal with her with
physical attacks.
Mug: 2x Str Up (Raijin), Megalixir (Fujin)
Win: Str Up (Raijin), Megalixir (Fujin), Combat King 002
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GF PROFILE - PANDEMONA ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Originally named Pandemonium in the Japanese version, this GF had its
dignity taken away by the translation team by changing its name to
suit the 9 letter limits. Pandemona resembles a squid-mage creature
from FFT only purple colored with a large squirrel-like tail.
Fortunately, its summon attack is of straight wind-elemental, not
completely screwed up like FFVII (Typhoon was actually earth!) or
non-existent like the previous Fantasies. Tornado Zone sucks all
enemies into Pandemona's guts and then thrown out in a gust of wind,
hurting all enemies badly amidst the fiery tempest. It's great for
just about any enemy, especially ones taking flight. Not only that,
Pandemona is also the first GF that grants you Spd-J and Spd+20%/40%
which are essential to winning most fights later on. The only bad
part is that you need to learn Spd-J yourself by accumulation a large
bundle of AP. Pandemona also has decent Strength abilities and the
Initiative ability that allows you to act first.
Best skills: Spd-J, Spd+20%, Spd+40%, Initiative
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---My heart will go on--You're in the bridge of Balamb Garden and the blissful Selphie comes along and
wants your team to take a look at the remains of Trabia Garden.
> Card Check! Before you go anywhere, go back to Balamb and challenge the guy
standing outside the hotel. He has Pandemona's card and it's a really good card
with THREE strong sides!!! If you've won the card off her daughter earlier, just
ignore this bit.
> Uh uh, don't leave yet. Remember how I told you to try to get the Queen of
Cards to Balamb after loosing Sacred's card? Well she should be here right now
and that Chicobo card can open up another opportunity to get a new rare card.
Save at the hotel and challenge the queen and deliberately try to loose the
Chicobo card, try to get her back to Dollet.
> If you've done so, head back to Dollet and she tells you her father has
painted another card and it's somewhere in Balamb Garden. Before you leave, win
back Chicobo's card from her little brat.
> As for the new card, you might want to try the guy who's sitting next to a
fountain opposite the library at Balamb Garden. You can win the Chubby Chocobo
card off him.
Once you're ready to move on, move the Garden north-eastwards to get to Trabia
Garden, or at least what's left of it. You don't actually have to take Selphie
on your team, as everyone comes here anyway, so take whoever you want. You don't
have to fight here so anyone will do.
Climb the fence and your other team members arrive. Just follow the path and
you'll arrive at a ruined fountain. Walk all the way down but not enough to exit
back to the previous screen. There's a VERY hard to see yellow thing to the very
bottom of the screen. This is Weapon Mon Aug. Take the right exit for the
cemetery. There's an issue of Timber Maniacs around the top left area. Run round
tapping X and you can find it. Head back and take the keft exit from the
fountain. To the right leads to the computer room and a SP. Apart from fiddling
with the computers there's nothing of interest. Go back and take the left exit
to get to the stage.
> Magic Check! There's a DP for Thundaga next to the fountain, the screen with
the gravestones hides a useless DP for Zombie and a non-recoverable DP for Aura
can be found on the ruins of the stage.
Move further left to the basketball court for a long story scene, I won't spoil
it here. You also get one of those infamous FF7 interactive flashbacks, yuck!
Just take the north exit and then north again to get to the beach. In the next
scene, talk to tall the kids and exit the door. Interestingly enough, you CAN
get paid during this flashback sequence. Just keep talking to everyone to move
it along. At least end where everyone leaves you'll have to talk with Rinoa.
> Card Check! Go back to Trabia Garden and play a game with Selphie's best
friend when as she uses Selphie's card. The Random/Plus rules makes this really
tricky but if you've fixed up Trabia's rules it'll be a lot easier.
---Boom boom boom boom, the Garden goes boom--Somebody suggests a visit to Matron's orphanage, but make sure you complete all
the mini-quests and do anything you need to do first, because you won't see the
world map until disc 3.
Take the Garden south to the Centra region and you'll see Galbadia Garden
hangin' near Matron's orphanage. It's kinda hard to see since it's most likely
to be in the screen's blind spot and takes most people by surprise. Upon getting
reasonably close to the enemy Garden, a cut scene will follow where the Garden
prepares for combat.
You'll be given a list of options but I have absolutely no idea what they're
good for, and neither do I have any idea how it works. So just choose whatever
(or bang on the buttons like Selphie does) since I don't think it matters too
much in the game. Squall will give a speech and gives commands to all pupils
within the Garden, then Irvine, Quistis and Selphie arrives. Make a new team but
it doesn't matter since it's going to be a short scene.
Make your ways to the Quad and you'll see Zell and Rinoa. Then Nida
calls you back to the bridge (drag ons.) The scene switches to Zell's
team, but you need to junction yourselves this time, since you will
encounter enemies but it doesn't matter too much what you
junction. I usually just stick Diablos and Enc-None on Zell since
this scene is extremely short and don't deserve a careful junction.
Continue as Zell to the left and after the scene where the ground gives away,
you need to make a retreat back to the lobby to meet with Squall's team.
You will now have to choose 2 members between Quistis, Selphie and Irvine to
stop the enemies in the classroom. Zell will help Rinoa and the member who is
not chosen by Squall will help Xu defend the front gate. Choose whoever you
like,
but make sure you have some Break spells stocked. Save the game though.
> GF Check!
- Diablos: HP+??%
- Brothers: HP+80% then HP Bonus if you wish
- Carbuncle: Vit Bonus then ST Def
- Leviathan: Spr+40% then Spr Bonus
- Pandemona: Boost if you haven't gotten it yet, then definitely Spd-J
- Tonberry: Any "shop" abilities will do
Make your way to 2F Classroom and the enemies will come through the window.
You'll be against 4 Paratroopers who are a real pain to beat since they love to
Head back to the stairs and back down. Head back to the hall with the SP and
take the left exit and you'll unlock the left door. This leads to the other end
of the ice hockey field. From here on it should be familiar territory. Exit to
the right and take the right door, the student in the lecture theater will give
you Card Key [2]. If you go back to the previous screen and run south, you'll be
able to unlock a door which leads you back to one of the hallways from the
start.
Keep running south and you'll come back to the hall with a SP again. Take the
right and go back to where you saw Raijin and Fujin, but keep going up the
stairs to the third floor. You can unlock the door here as well, which leads you
outside. Following this road and your guys will jump into the tennis court,
again, familiar territory.
> GF Check! When you get to the main lobby of Galbadia Garden, you'll see a
giant monster with a tail occupying the stage in the centre of it. It is the GF
Cerberus and I'd advice you challenge it but do save at the SP first.
> Junction Check! Alright, finally some serious preperations. Junction Quake
(use Float if you don't have it) to Elem-Def and if you have a spare slot,
junction Thungaga to it as well. As for ST- Def, try Berserk. Pack the Mug
command along with the usual (Magic, GF, Draw etc..) Spr is very important here,
and give a good Str boosts to both Squall and Irvine. If you brought Rinoa, make
sure her condition is critical. Also you can draw free Quakes from Cerberus, so
if you haven't done any refining, make sure you boost your Mag as much as
possible to take advantage of drawing it.
> Magic Check! Make sure you have an adaquate supply of Dispels. It's about the
only time that spell is useful.
BOSS - Cerberus ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cerberus - LV6
HP7600
Draw: Quake, Double
Immune: Wind
Absorb: Lightning
This boss can really hurt you bad, I mean, REALLY bad if you didn't take the
precautions. It has 3 heads and each one like to cast different spells. Quake is
the most common but sometimes Thunder-type or Tornado too. It also likes using
Berserk on your members. Finally and the biggest threat of all, it LOVES casting
Triple on itself!
Obviously, Siren and Silence will not work so that's why you need to protect
yourselves from the elements. Cast Dispel on it IMMEDIATELY after its Triple and
use Esuna on whoever got affected by Berserk.
Mug a Spd-J scroll from it too.
You can draw Quake from Cerberus, as well as Double. If you've leveled up one of
your characters you can deploy him/her to make Cerberus higher level, and in
that case Triple becomes available for drawing.
When the time is to take care of it, just whatever your strongest attacks are.
Limits work well, as do high level GF with Boost, or a well junctioned normal
attack. This is a no brainer battle.
Mug: Spd-J Scroll
Win: 8x G-Returner, Cerberus' Card
AP: 30
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll get Cerberus' card for winning, as well as a new GF.
GF PROFILE - CERBERUS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The 3 headed dog who guards the gate to Hades' realm is probably the
most valuable GF in the whole game. Despite being cute, the summon
Counter Rockets is also most useful. Even though the name makes no
sense whatsoever, it gives all members in your party the Double AND
Triple status in battle. A definate "must-have" for all the people
who likes using magic as their main source of offence or defence.
Just make sure you have a good compatibility. :) Cerberus also has
the largest collection of the MOST useful abilities and MANY Junction
Abilities for a variety of stats. Abilityx3 is great like you've all
seen before but Cerberus' Spd+??% and ST-Defx4/ST-Atk has the guts to
take on BOTH Siren and Pandemona! It's unique skill, Auto-Haste is
also one of the most useful abilities in the whole game and is
especially important for maxing out the Spd attribute. Make sure you
so not miss this GF!
Best skills: Spd-J, Spd+20%, Spd+40%, ST-Atk, ST-Defx4, Auto Haste,
Expendx2-1, Abilityx3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> GF Check! Cerberus should start with Spd-J like Pandemona.
Now take the left path and go left again. The girl here will give you Card Key
[3] which allows you access to the elevator. To get there take the north exit
from the lobby, go up to the second floor and take the left path. You'll see a
SP on the right, save before confronting the evil people. ;)
BOSS - Seifer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Seifer - LV8
HP3400
Draw: Fire, Thunder, Dispel, Haste
Weak vs: Poison
*Yawn* Same old same old Seifer but this time her has a new Limit Break, Demon
Slice. Not all that damaging, just laugh at how weak he is compared to you. ;)
Not much strategy here, normal attacks can take him out in a few hits and you
can mug 8 Mega Phoenixes from him. Funny, cuz I could've sworn that I used to
get a Hero from him, which is much rarer.
Mug: 8x Mega Phoenix or Hero (?)
Win: 8x Mega Potion
AP: 20
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Edea calls Seifer useless and disappears. Take the elevator down to 2F and head
for the Auditorium. There's a hidden SP outside so save there and check your
junctions.
> Junction Check! Make sure you have good spirit. Junction Death to Squall's STDef and also Aura if you have an adaquate amount of it, if not, use Esuna/Life.
BOSS - Seifer and Edea ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Seifer - LV6
HP2200
Draw: Fire, Thunder, Dispel, Haste
Weak vs: Poison
Edea - LV6
HP3000
Draw: Blizzard, Demi, Esuna, GF Alexander
Seifer rushes into battle again saying that he's not weak and he's
going to protect Edea. He's just the same as last time, a couple of
regular attacks and he'll go down in no time. If you brought Rinoa,
try again for Invincible Moon, which will lasts through the encounter
with Edea.
When he's defeated, Edea gets angry and will start the battle with
Maelstorm, a gravity attack that takes out a lot of HP and gives you
the Curse status. If you have Selphie, have someone draw Esuna and
use it on her and cast Full Cure from her Slots. Otherwise, cure the
status with Esuna and cast Cura/ga on yourselves.
> GF Check! Do NOT forget to draw GF Alexander from Edea!
Carbuncle still sorta works here, try it if you want. I've heard that
if you do so, Edea will cast Reflect on herself and bounce spells off
it to hurt you. She DOES cast Reflect on herself BUT she doesn't cast
spells on herself to bounce it off both times when I fought her. I
guess it's probably because her levels are low and therefore, she has
low AI.
Anyway, if you do summon Carbuncle, she'll again try Dispel on you.
However, at times she will ignore 2 members and goes out on Squall at
full force and occasionally she will cast Death on Squall, that's why
you need to junction Death to his ST-Def.
Try out your Limit Breaks on her, which IMO is the best form of
offense as Edea has very high Spirit and resists most summons.
Rinoa's Invincible Moon is great in this battle. Also if you can, try
out the various bullets for Irvine. It was fun as I put Edea to sleep
with his Dark Ammo! :) Edea isn't all that hard if you've taken
precautions and heal yourselves regularly.
ALTERNATE EDEA STRATEGY - by James Wennberg
<tanar_ri_zande@yahoo.com>
This is pretty cool. You need to junction 100 Sleep into someone's
ST-Atk and fight Seifer normally. When he gets crippled, you need to
command the character with Sleep ST-Atk to attack before Edea arrives
on the scene (ie, when Seifer starts talking.) This way, that
character will get to hit Edea before she can act, and thus you can
avoid her Maelstorm attack. Fill her up with magic to beat her easily
(as it won't wake her up.)
Mug: Hero (Seifer), Royal Crown (Edea)
Win: Hero (Seifer), Force Armlet (Edea)
AP: 50
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GF PROFILE - ALEXANDER ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This powerful GF have always raised a common question throughout the
series: Why is Alexander a robot? Strange huh? Hmm, well Alexander
had always been a popular summon since it's one of the very few ways
of causing Holy-elemental damage. Holy Judgement is more spectacular
than ever in FFVIII, and is strengthened even more by offering a long
graphical sequence aided by Boost. Its skills however, will only hold
your attention for a very short time. Like Leviathan, Alexander has
only a few very good skills. High Mag-RF will refine medium -ra
spells into better -ga spells, and frees up more slots! Med Data
isn't very useful in battles but it'll uncover the Med LV-Up skill, a
MUST acquiring another GF later on in disc 3. The Revive command will
bring back a fallen ally for free. Elem-Defx4 is one of the best
defensive skills and Abilityx3 is the last worthy member in
Alexander's skill list that you can call good skills.
Best skills: High Mag-RF, Abilityx3, Elem-efx4, Revive, Med LV-Up
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Just when you thought that Edea gets pissed off with you again and
about to throw another buncha icicles at you, Matron regains her
consciousness and sanity. Rinoa walks her way to Seifer, kissed him
(at least it looks like it, gee she must be desperate) and feints. Oh
no...
========================= End of Disc 2 =============================
============================= Disc 3 ================================
Disc 3 will probably be the climax of the story and plot development,
most questions will be answered and yup, it's a now or never
situation with most of the subquests. You can get the remaining GFs
and cards about mid way through where the game gives you a good long
break away from the game. Just hold on for a bit more, because your
training is about to start.
---Taxicab Confessions V: A witch's secret--- (Ah, not really...)
After a scene with Squall and the unconscious Rinoa, Quistis calls
saying the sorceress Edea is back in her orphange and wants to see
Squall and gang.
The Garden should be relatively close to the lighthouse and Edea's
house. Go there and check out Edea and Cid. Listen to her when she
explains the situation and a new threat. Squall drifts off to his own
little world again, this time without Rinoa. What Squall really want
is just to see Rinoa back on her feet so he left.
> Magic Check! A DP in the basement has Curaga
> Card Check! Edea's card is now obtainable from the sorceress
herself. Make sure you save first because the pain in the a$$ Centra
rules are used in this region, along with Random. Do what you did in
Trabia and see what happens. You can make trips to abolish these
rules but considering the only good card in the Centra region is
Edea's, it's not worth the effort. Hopefully luck will be on your
side.
> If you didn't get to challenge Cid for Seifer's card in the
previous discs, he's here.
---To be scorched, or not to be scorched--> Magic Check! If you want good spells early, give all Meteors and
Flares that Squall and the member whom's about to enter Laguna's
scenario to someone else.
Squall will return to the Infirmary to see Rinoa, and boom, there he
goes. It's the dream world again and this time, you get to choose who
you want to tag along with. I personally chose Irvine since he
started off at a higher level than my other characters so he'll have
a _few_ more HP. The other thing to note is, Kiros will inherit all
the spells from the character whom will enter the dream scenario.
> NOTE!!! This is a very strange scenario because sometimes Ward does
appear and sometimes he does not! I do not know what is the exact
requirement to get Ward to appear in this scenario but if you do, be
sure to down me a line and I'll fill your name in this guide. (I
didn't have Ward in both of my games.)
> NOTE2!!! Thanks to Colin Pentney, who told me that, to get Ward,
simply skip the issue of Timber Maniacs in Shumi Village (the one
where it features Laguna and Kiros in the film and Selphie commented
that "I wonder why Ward is not in the picture.")
Zap zap, Laguna ran out of money and is posing as an actor like it
detailed in a copy of Timber Maniacs. When the camera starts rolling,
you'll see Laguna taking the role of a sorceress slayer. Then came
the dragon that was supposed to be played by Kiros except it smells
like barbecue. Uh oh, another horrible micro-minigame's comin' your
way.
This time it's a fair fight, except Laguna's gunblade does way too
little damage compared to the dragon. Remember to block when the
dragon's about to attack, or else you won't last long. When you see
an opening, jam on the attack button and continous slices will sorta
work. It's not fool proof though, as sometimes his claws will break
through your attack, but it works most of the time.
When you "kill" it, Kiros joins you. Don't fight it yet since you'll
be junction-less. Choose to get ready and head back to the save point
in the previous screen.
> Junction Check! Spread out your GFs between 2 characters. Junction
Aero/Tornado and any Fire spells (preferably Firaga) to your Elem-Def
to block its magic attacks. Junction good spells to Vitality and
Strength. ST-Atk don't matter too much since it rarely works against
powerful enemies that a Ruby Dragon when your levels are so low. As
for commands, pack Card if you wanna card it, else pack LV Down. Also
equip Mug if Quistis hasn't learnt her Fire Breath yet.
> ALTERNATE! If you wanna try out my alternate strategy for getting
good spells, it's much more important. The Elem-Def junctions won't
protect you enough, so you need a good Sprit too. These are some
examples:
HP: Tornado
=+3000
Str: Quake
=+40
Vit: Meltdown
=+80
Mag: Pain
=+60
Spr: Reflect
=+72
Spd: Triple
=+70
You should have at least 100 Ultimas if you've returned to the Shumi
Village regularly, so put it in place of HP/Spr if you like. Str
isn't all that important here. Equip Character skills like Vit+40%,
Spr+40% and something else (Mug/HP+80%) and you should be powerful
enough.
You also need both LV Up and LV Down, because of this, one character
will have to sacrifice the Magic command for the Draw command. An
Item command can be useful here too. Finally, switch the battle speed
to the slowest.
> Magic Check! For the alternate method, you need an adaquate supply
of Shell, Haste, Protect, Life, Regen and Curaga.
> GF Check!
- Brothers: HP Bonus then their other -J abilities.
- Carbuncle: ST-Def and x2
- Leviathan: Recover/Mag-J
- Pandemona: Having already learnt Spd-J will be a great asset,
start on Spd+20% if so
- Cerberus: Ditto, but he maybe a bit slow at that
- Alexander: You should get his Boost first if you haven't, then
the useful High Mag-RF is worth looking at
You might wanna take your GFs to the desert regions and fight some
Cactuars to learn some abilities, especially for Alexander. Try to
complete High Mag-RF, Med Data and Med LV-Up if you can.
> NOTE! On the screen with the Ruby Dragon, you can encounter Ochus.
They're pretty decent to fight against since they give you 7AP each!
Fight here for a while to learn some expensive abilities if you wish.
When you're done, heal, save and go for the dragon.
BOSS - Ruby Dragon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ok, this isn't REALLY a boss since you will receive EXP for it but
making this section for this fight is gonna make my guide look tidy
right? Don't shake your head like that...
Anyway, if you've juctioned yourselfves properly, it shouldn't be
able to hurt you with its spells. Just use LV Down on it a few times
and kill it off. Mug it for a Inferno Fang (but sometimes you'll get
a crap fang if its levels are too low.)
ALTERNATE STRATEGY! - The quest for the better spells early.
Alright. We all know that Ruby Dragons has some great spells
available for drawing right? The problem is this one is too weak. So
you need to level it up to steal its spells and level it down again
to kill it. This is VERY dangerous though, since the most powerful
monster in the whole game can crush you like peas when there's a big
level difference.
Before you level it up, cast your support spells while the dragon is
still weak. The first priority is to summon Cerberus or cast Double.
This makes casting spells quicker, so add Haste, Protect, Shell and
Regen.
Now you should determine what level you should raise for the dragon.
Your aim should be above 30, but if you raise it too much, it'll be
way too powerful. Level 30-50 would be my recommendation. (If you
cannot get it right, rise it to level 100 and use LV Down to make it
go back to 50.)
The character WITH the magic command is VERY crucial here, so do
anything to keep him alive.
The dragon's spells are going to hurt you bad, but the Spirit and
Shell will deduce the damage by quite a lot. Its most damaging attack
is Breath, which by my calculations with the HP/Vit boosts and
Protect, you'll probably survive.
Now draw both Flare and Meteor at your leasure, but if a status wears
off, renew it quickly. Don't hesitate if you need healing, it's
better off safe than sorry.
Finally, when you've done all the hard work accumulating 200 Flares
and Meteors, use LV Down and crush it. Oh and don't forget to steal
Inferno Fangs if you want to.
THE ALTERNATE ALTERNATE STRATEGY! - Taming the Ruby Dragon
Thanks to Colin Pentney <salivator@hotmail.com> for this trick.
I'd say.) She tells you that the white SeeD ship is of nomad blood
and never stays at the same place for long, but seems to be adapt to
the Centra region.
Take the Garden for a spin around that region. The ship is located in
one of the "ditches" around the land that looks a bit like a hand.
It's quite hard to find even in your second game, but following the
above guidelines will narrow down the possibilities.
Once you're on board, you need to convince the white SeeDs that
you've been sent by Edea, and you'll also find 2 familiar faces:
Watts and Zone.
> Card Check! If you held onto the kinky wet T-shirt edition of Girl
Next Door all the way back in Timber, you can exchange it for Shiva's
card if you give it to him for free. (Gee, it almost makes you wonder
what he's been doing with a card of a naked lady...)
> Magic Check! There's a Holy DP in one of the rooms. It's quite a
rare spell in this game for some reason.
Talk to the guy who appears to be the "captain" and he'll tell you
some stuff about Ellone. She decided to play hard to get and was
taken by Esthar soldiers.
Well, no luck here so head back to the Garden and Squall'll foolishly
try to carry Rinoa to Esthar and you'll see a long scene with the 2
of them. When you get to a train station, Zell and Quistis will be
waiting and guess who's tagging along? Edea of course, she'll be a
great asset, even though she may not be as powerful as Seifer.
---Salt Lake City? Yup, I've been there--With the mighty Edea in your team (BTW, her status picture looks
really cool!) will allow your second power up session, and some of
your GFs, like the poor Siren, REALLY needs some EXP. So do what you
did with Seifer earlier, kill of 2 members and let Edea take all the
EXP.
> Junction Check! Well, if you want to quickly level up a few GFs,
junction only 1 or 2 GFs you want to level up (Siren) to a dead
member so the EXP gained isn't spread over a large majority. Junction
all the important ones to Edea though, and make sure she has all the
-J abilities. Equip LV Up on Edea if you want. Also, don't junction
any GFs who has mastered both their level and skills (ie, your first
3 GFs if you did the Seifer power-up trick in Dollet.)
> Magic Check! Make sure that Edea has a large supply of good spells
for junctions.
Now you can fight either on the world map or in the Great Salt Lake
area. You can only encounter Vysages in the latter, they're pretty
good for AP though, and if you level them up, you can get some pretty
decent spells for drawing, but watch out for Meteor, it can be lethal
when you have only a single member.
> Note! Junction good spells to Edea's HP and equip HP+80% for a huge
HP boost. Edea can execute her Limit Break, Ice Strike, more easily
than the other members but not as much as Seifer. (I'd say about 50%
health remaining or less.) So use it to your advantage.
Try out Edea's Ice Strike on the Vysages, or you may wana try to
Silence them with Siren. If you decide to power up on the over world,
expect to see a lot of Mesmerizes but you can encounter a Hexadragon
or something occassionally that're great for EXP.
> GF Check! I think I'm gonna stop listing this section since it's
towards the end of th game where things can get a bit loose, so I'll
just list what skills you should learn in what order.
- Brothers: All of their HP skills first, then the -J skills.
- Carbuncle: All Vit skills, then ST-Def and ST-Atk skills and
finally complete the -J skills.
- Leviathan: All Spr skills then Recover and -J skills
- Pandemona: All Spd skills then Initiative and -J skills
- Cerberus: VERY tricky here, since many of its great skills has
prerequisites. I'd get its Spd skills first, then Spr-J will unlock
ST-Def and learn everything until ST-Defx4 is complete. Then Mag-J
will unlock ST-Atk and finally all his other Character Skills.
- Alexander: You'll want to complete High Mag-RF ASAP, then
immediately move onto Med Data, which unlocks Med LV-Up. (These
skills are required to acquire the GF Doomtrain but are as expensive
as hell!) Afterwards, complete Elem-Defx2 and x4, then Revive.
- Tonberry: All of his shop skills are exceptionally useful, not
crucial but convinient, especially if you wanna use the money trick.
Completing all 3 of its shop skills will trigger Call Shop. It also
has 3 interesting Character Skills.
I stayed in this area until Alexander learns High Mag-RF, which comes
just in time since I was running out of magic slots and it helped to
turn -ras into -gas. If you've done Seifer's power-up trick in
Dollet, you shouldn't need the -ra spells.
> Magic Check! There are 2 DPs here. There's a hidden DP for Meteor
before a bone bridge hanging over a cliff, it's also non-recoverable.
The other DP is Thundaga and it's over the other side of the bridge.
When you're satisfied, find the SP and revive your members with a
Tent.
> Junction Check! Spread out your GFs again and pack Leviathan's
Recover if you want an easy fight, also Enc-None too. Junction
Confuse and other status spells to your ST-Def.
Whenever you're ready, save and head all the way to the left, you
should be on top of a cliff over looking a large canyon, where you'll
find your next boss.
BOSS - Abadon ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
This boss is an undead, but it has very powerful claw swipes and it
can cause the Curse status. After a while, it'll take a defensive
stance by standing up, where it'll start to cast negative status
spells on you. Its defence is also rised during that period.
Since it's undead, cure-type spells can deal damage to it. If you've
equipped Leviathan's Recover command, use it on the boss and it will
deal 9999 damage, killing it in one hit. Else, draw Cura and cast it
on the boss. If you've became critical, use your Limit Break, also
take advantage of Edea's Limit Break.
If you brought Mug, you can steal a Power Wrist, else you'll win 10
Flare Stones.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When you're done, exit the screen and you'll have a sequence with a
hidden portal. Work your way into it and after taking the elevator a
couple of times, your team will arrive in a giant modern looking city
complex... Esthar?!
> Magic Check! Oh yeah, before proceeding with the story, trade
Edea's spells to another member... you'll see why in a sec.
---And then a hero comes along..--Just when things are heating up, someone has to ruin it by sending
your team back in time to Laguna's world. Ward is back in this final
Laguna scenario after a long absence as a janitor and you can assign
who is going to play the parts of Kiros and Ward yourself. I don't
think sorceress Edea is selectable so that's why you need to trade
her magic to someone else. Basically, just choose whoever has the
majority of the spells stocked.
You'll see Laguna's team being held as prisoners and are used as
slaves for manual labour. Ward and Kiros gets taken away, but before
you do anything, check your junctions.
> Junction Check! Juction all GFs on Laguna first, and give him the
command LV Down.
Talk to everyone on the screen and eventually it'll yield a fight
with a guard, one on one. You need to use LV Down on him, it should
be an easy fight.
Actually, I've forgot what really happens here, but eventually Ward
and Kiros will be back in your team and you'll get surrounded by
soldiers. Don't fight yet as you need to prepare.
> Junction Check! Spread out your GFs and keep the LV Down command,
maybe the Card command too if you want.
I think you'll have to fight 2 streams of soldiers, with a Gespar in
the second fight. Just the usual LV Down strategy, but you may want
to card the Gespar, doesn't matter anyway.
Head all the way up to the surface where you'll meet up with the lab
assistant guy. They'll mention something about Ellone being held
captive.
> Magic Check! A DP for Death is near the entrace.
> NOTE! If you haven't gotten a Laser Cannon to learn Quistis'
powerful Homing Laser already, you can get one now, but it also
requires a bit of work. Make sure you equip both LV Up and LV Down
commands and the Mug skill.
Save at the SP and return to where you started. You'll encounter
another fight when you approach Dr. Odine. It's 2 soldiers and an
Elastoid. You can normally steal Laser Cannons from the Elastoid
easily, but not when your level is so low. (This is also the last
time you will ever fight an Elastoid so don't miss this chance.)
Alright, now use LV Down on the soldiers and eliminate them. Use LV
Up on the Elastoid until its level is above 30, then use Mug. You
should get a Laser Cannon.
> Magic Check! The high level Elastoid has Meltdown, a great spell,
for drawing. So stock up on it if you want. (It's also a good idea to
trade all your Meltdowns to a member who's not going to participate
in this scenario earlier. Oops, I should've mentioned this earlier
shouldn't I?) Anyway, get as many Meltdowns as you want. It also has
Stop, but you don't need to stock it. Just draw it and cast it on the
Elastoid, it should freeze it for 2-3 rounds.
Use LV Down on it and either card it or squash it. Done.
After you beat the enemies, you'll see a scene where you take the car
to the research centre to rescue Ellone. You'll fight another battle
when you get inside the structure, just use the usual LV Down
strategy.
> Magic Check! 2 more DPs are in this section, equip Move-Find to see
them all. The first one to the top right corner has Double and the
one upstairs has Flare.
You can take the yellow disc thing in the centre of the room (it
looks like a throne) up. Enter the door and you'll fight another
boring encounter, just use the usual. Examine the computer terminal
and take the elevator thing back down to find Ellone. This scenario
will end with a happy ending. (And they lived happily forever
after... or did they?)
---Scarred for life--Squall and team will wake up where they fell unconscious. A car
arrives to pick them up. You'll get a quick tour (well, not really a
tour) of Esthar and you'll arrive at the Presidential Palace. Edea
will explain her situation and Dr. Odine wants to examine the
unconscious Rinoa. Nope, Ellone is not here either, but they arranged
to have Squall and Rinoa launched into space. Lunar Gates is your
next destination, but you'll want to check out Esthar before you do
so.
> Card Check! Before you go, challenge Dr. Odine to a card game since
he has Ward's card, my personal favourite card, as it's basically a
more powerful version of Ifrit's.
> Magic Check! Esthar is HUGE, so you'll have to run around to find
all the DPs, but some of them are not worth the effort. The one
outside the Presidential Palace has Blizzard (?!) A DP for Tornado is
outside Dr. Odine's lab and one for Quake is in the shopping mall.
(Or was it the other way around?) The other DP (Curaga) is on one of
the highways somewhere to the east.
Before you go though, check out the shopping malls, you can buy a lot
of cool stuff here, especially if you have gotten Tonberry's Familiar
ability. Don't forget to repeatedly visit Cheryl's shop for a free
Rosetta Stone. Johnny's shop may appear to be closed, but just
repeatedly visit his shop and it'll eventually be open for business.
It's worth it though, as he sells some great and rare stuff like
Elixirs, saving you time of having to make them. Once you visited his
shop, you'll be able to shop "online" at anything through Tonberry's
Call Shop ability.
Leave the city when you're satisfied, but Lunar Gates is pretty far
away so you might wanna hire a car. But then again, there's a few
things you can do right about now so maybe not.
---Things to do #4--You'll want to check your map for the location of Tears Point, which
is to the south east of Esthar. Head over there since you can pick up
a vital item.
> Magic Check! There are 2 DPs in this area, one for Reflect next for
the statutes and one for Life (hidden) on the path leading to the
statutes.
Walk towards the statutes in the centre of the area and you can
vaguely see a shiny thing on the ground. Examine it to receive the
Soloman's Ring.
This ring is indeed the one detailed in the third issue of Occult Fan
magazine (no, not Squall's ring!) The other issues of Occult Fan
hints the key 666 items to unleash the cursed GF. So these items are:
* 6x Malboro Tentacle
* 6x Steel Pipe
* 6x Remedy+
Once you have the required key items in your inventory, you can use
the Soloman's Ring to summon the GF Doomtrain to be your ally.
You should have accumulated quite a number of Steel Pipes from
fighting with Wendigos, or you can mod Elastoid's card. Six of them
is not hard to get. As for Remedy+, it can only be obtained from
refining 10 Remedies into 1 Remedy+ through Alexander's Med LV-Up
skill, which is quite a pain since it's so expensive and requires the
prerequisite of Med Data. As for Malboro Tentacles, you can obtain
them now or later, by defeating or stealing from Malboros.
Malboros can be found in the Esthar region but only before the Lunar
Gate event, they also seem to favour the western border. Also, it's
also going to be quite a mission to get its tentacles since you don't
want to level up, but here's how I did it.
Quest for Malboros Tentacles early ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ok, junction Tonberry, Siren, Shiva, Quezacotl and Cerberus to Edea,
and make sure she has good spells in every category to junction. (Put
100 Triples in her Speed.) Kill off the other 2 members like always
so they won't gain any EXP.
ST-Def is vital for this mission. ST-Defx4 can be learned from
Cerberus, but it's very long way and requires MANY prerequisite
skills. If you've gotten the Status Guard from Shumi Village, use it
on one of your GFs. Else, just stick to Siren's ST-Defx2. (I only had
an ST-Defx2 when I did this.) Junction 100 Berserk and Confuse to it.
And if you have ST-Defx4, junction 100 Sleep and Silence as well.
Make sure Edea has an adequate supply of Regen, Shell, Protect,
Haste, Demi, Curaga and at least one Double/Triple. Give her the
commands, Attack, Magic, LV Up and Treatment. As for character
abilities, I'd choose any Spd+??% and HP+80%.
Run around the western border until you encounter a Malboro. You're
gonna need some luck on your side. The first thing it will do is Bad
Breath, which is gonna put Edea to Sleep if you only have ST-Defx2,
but it's quite mild if you have x4. If you have only x2, just wait
until it hits you with its Dissolving Acid attack, which will wake
you up.
In either case, use Treatment on yourself, since the Malboro won't
use Bad Breath for a while. Now cast all the positive status spells
on Edea, in this order: Haste, Regen, Protect (wards off Dissolving
Acid), Shell (wards off Eerie Sound Wave) then Double or Triple.
Now use LV Up on the Malboro ONCE, it should bring its level over the
30 barrier. This is needed because low level Malboros gives you
Poison Powder instead.
Now keep casting Double/Triple Demis when your turn comes up. If you
get affected by Bad Breath again, use Treatment like before. If you
really need healing fast, just use Curaga on yourself (one should be
enough.) If one or more positive status wears off, renew them.
Soon, the Demi you cast will start taking off less than 9999 damage,
it's an indication that you're getting close. You may switch to other
spells if you want, but just take note that they won't do all that
much damage for some reason. Firaga is decent since the Malboro is
weak against fire. Else just execute Ice Strike for a lot of damage
(about 8000.) You should be able to nail the Malboro without much
problems with this strategy. The only threat is not having ST-Defx4
and the Malboro keeps using Eerie Sound Wave, I remember getting KO'd
once because of it.
You should win 8 Malboro's Tentacles (or rarely 10 Cursed Spikes) and
tons of EXP! (My Edea went up TWELVE levels!!!!!)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
If you do not wish to obtain the tentacles now, you'll have to wait
until after acquiring Ragnarock. As for the Remedies+, buy 60
Remedies and refine them from Alexander's Med LV-Up into 6 Remedies+.
Now you should have the basic requirements to summon GF Doomtrain, a
VERY cool GF!
GF PROFILE - DOOMTRAIN ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
When I first downloaded the Grasharaboras (Doomtrain) video off the
net, I immediately knew that Doomtrain would become my favourite GF
in the game. I wasn't disappointed. Never in videogame history had
you given the choice of summoning a _train_ to your aid, which makes
Doomtrain extremely unique and, well, hip. In someway related to the
Phantom Train boss in FF6, a vehicle that carries all "past aways" to
the "other side", Doomtrain's graphical sequence is no less than
breathtaking (IMO.) Its attack Runaway Train is of Poison elemental,
and can get very strong because Doomtrain is capable of learning
SumMag+40%. As an added bonus, Doomtrain's attack will also cause
every single negative status on the targets that you can think of,
except the ones where the target is immune against. Doomtrain is a
good choice against bosses because of Vitality Zero. It doesn't have
that many to-die-for skills, but enough to keep you going. ST-Defx4
and Elem-Defx4 are both invaluable defensive skills. Forbid Med-RF is
essential to get your characters stronger if you have the cash and
Junk Shop is the only "shop" skill that Tonberry does not have,
whoohoo!
> He also said that according to the official guides, the shops that are
usually closes in Esthar will be open during this time, although no one
has yet been able to varify that.
When the time comes, some soldiers will jump out and attack. Just
lower their level and kill them, they're easy. Note that the timer is
still on during the fight but there should be enough time for it.
After the fight, Zell's team will enter the Lunatic Pandora. There
are a LOT of goodies in here, and even MORE if you've triggered all
the traps in Laguna's second scenario. Make sure you catch 'em all.
Anyway, I've gonna be detailed here to get you all the cool stuff in
there. From the entrance, there's a Meteor DP and a Curaga DP is in
the room with 3 elevators. They recover very fast so stay here for a
while to pick some of them up.
The right #3 elevator up to the basement (??) and climb the ladder in
that area down. There is a DP for Confuse here, and the circular red
gate would be open if you triggered a certain trap, leading to a
LuvLuvG (kinda hidden.) Now take the path south and you'll regconize
this area. It's the infamous three hatches! So if you fiddled around
with all 3 of them, they should all be open. The left one has a
Phoenix Pinion, the middle one has a Silence DP and the right one
(and the best one of all!) has a Power Generator! Now Quistis can
finally learn Ray-Bomb!
Further along with path, you can pick up a copy of Combat King 005
(very obvious) and to the end of the passage has an Ultima DP. (Maybe
something else in there too, forgot.)
Make your way back to the elevator hall. You don't have to worry
about #2 as it will lead you to some empty hallways with NOTHING in
them. Don't even try to find stuff in there. I remember spending like
half in hour jamming on the X button trying to find items in there...
Ugh... Bad memories, don't wanna talk about it.
Take elevator #1 down and there's a Holy DP ready
There's also a Spd-J Scroll near by. That's about
bad huh? If you didn't get everything now, you'll
later with Squall. So just follow the path past a
exit. Your team will be kicked out of the Lunatic
to be drawn.
all folks, not too
still have a chance
SP and take the top
Pandora.
---Vixen or tramp?--You'll get to see a pretty cool scene on how they catch those
capsules in space. Afterwards, Squall and gang are quickly thawed.
You'll be asked to carry Rinoa to the medical room.
> Card Check! Save at the SP and challenge Piet to a card game, as
you wanna rob his Alexander card. The space region is the most
annoying as it uses ALL rules, so you really need a lot of strategy
and luck. (But a lot of strong cards isn't the answer, since he can
combo you badly.) It might take a few tries, but eventually you'll
get it. It's the _only_ holy elemental card in the whole game, making
it absolutely perfect for elemental battles, since Holy elemental
spots appear more often than others. Note you _can_ delete rules even
if this region has every single one, but it's rarely of much help.
Leave Rinoa and follow them to the control room. After a bit of
speech, you'll be told that Ellone is in the room upstairs. Save your
game again though, because...
> Card Check! Ellone has Laguna's card. It's not as easy as it sounds
though, as Ellone is a real b**ch when it comes to card games, even
more so than Edea/Quistis/Xu/Selphie's friend/Queen of Cards and her
little brat put together. First, she rarely uses Laguna, then she'll
usually combo you _really_ badly. (Talk about a 5 hit combo outside
of a fighting game. :) Curse that girl! It'll take some reloading for
this game. (Prepare some Asprin too.)
Make sure you play the card game with Ellone _before_ you speak with
her normally. Squall will take Ellone with him to see Rinoa, then the
alarm sounds as Rinoa wakens and is possessed. Follow her around and
she'll eventually switch off Adel's seal, and flies out of space to
free her.
The Lunar Cry has started, what shall I do? Anyway, go upstairs to
the locker room and put on one of those astronaut suits and try to
get outta there. You'll see another pointless scene where you try to
race them outta the air lock but it shuts and you'll have to go back
again. Geez, if that's how they're planning to lengthen FFIX by 2
minutes then I'm gonna go complain.
You'll have to get onto an escape pod right now. You'll have to talk
to Ellone and then descend an elevator. Don't go into the pod yet
because...
> Magic Check! If you examine a hatch to the left-hand side, it'll
open reviewing a DP for Meltdown.
Then hop onto the escape pod and ready for lift off. The space
station is completely destroyed after that. Ellone will try to send
Squall into Rinoa's past, just watch some nifty cut scenes to see
what Rinoa had gotten up to during her absense. You'll see quite a
long scene with Rinoa in space and her past, I won't spoil it here
(and there is something to spoil this time :)
Anyway, the scene ends with Squall's voice reaching Rinoa's heart,
this part's kinda touching. He just rushed out of the escape pod to
chase after her in space.
You'll be forced to play the _worst_ micro-minigame in all videogame
history. Not only is it boring and pointless, you're not even
informed about the controls until you fail! Geez, what you do here it
to keep your finger on the accelerate button (it's the Triangle
button) for 30 seconds and aim for Rinoa's figure with the stick.
Playing this game almost makes me vomit...
Squall rushes up to Rinoa and embrace her in his arms, holding onto
dear life. The end is nigh...
---Eyes on me--- (No, not her, ME!!!)
An airship just happens to be near by, watch the awesome FMV
sequence. The couple will climb in. Go release the air lock and save
at the SP.
In the next room, Squall and Rinoa will take off their bulky
astronaut suits. Rinoa wants a hug but Squall isn't very keen. Keep
going, but check your junctions first.
> Junction Check! Junction all GFs on these 2 characters, and just
use whatever you see fit. If you don't have enough spells, steal them
off another team member. Not all that much here really but be sure to
give Rinoa a good magic level. Junction any Thunder-type spells to
Elem-Def (or use Flare) and junction any Silence to ST-Def.
> NOTE! Rinoa will loose the ability of her Angelo skills inside the
Ragnarock, since Angelo did not accompany her into space. To make up
for it, Rinoa will gain the access to her Angel Wing Limit skills.
> Magic Check! Make sure Rinoa has a variety of good offensive spells
and trade any status spells not being junctioned or Scan/Dispel to
another member to make her Angel Wing more effective.
Y..yikes! A..aliens! You've gotta fight them because the air ship
will refuse the access to the pilot's chamber when it detects a
biological contamination. They are counted as bosses too...
BOSS - Propagator ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
They are not all that hard. They love casting Thundaga but you should
be protected. Use Squall's Renzokuken for a quick fight, and you
might want to try out Rinoa's Angel Wing too.
There are 8 of them on the ship, but if you kill them in an incorrect
order, they will keep regenerating. The trick it to kill them off in
pairs. If you kill 2 Propagators of the same color one after the
other, they both will remain dead forever. It's kinda cruel to the
color blinded people though.
You might need to do a bit of sneaking as once one of them sees you,
they'll chase after you. They give you 5AP each and isn't all that
hard so if you want some AP, here is not a bad place.
Qualera told me a long time ago (I think) that you can also get pass
this point by defeating the Propagator enough times, 36 I think.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Magic Check! I'm not sure when these DPs will become available but
it's probably after you've eliminated all the aliens. There's one for
Life (hidden) near the door on a bridge-like platform above another
platform. The other is a non-recoverable DP for Full-Life in the room
with a SP.
When you've killed them all, the elevator will be active and you can
use it to get to the bridge. A loooooong cut scene will follow,
followed by a musical sensation sung by the brilliant Faye Wong Eyes On Me!!! Enjoy. (Although it does kinda distract you from
reading the text conversations between Squall and Rinoa.) I won't
spoil anything here.
After you land, Rinoa gets taken away. Then whoever you took with you
to space will come back safe and sound. (Watch what Quistis says
here, if you took her. Don't worry Quisty, I'll always love you.
Hehe...) Then Zell's team will also arrive, saying that Matron is not
a sorceress anymore. You will now loose Edea as a playable character
:( but she's still an ally. After hearing how Rinoa got taken away,
everyone got angry at Squall, and Quistis calls him a coward. (Or was
someone gets knocked out by 10000 Needles, use Life or the Revive
command on them.
For offence, nothing can beat your Limit Breaks. Use Quistis' Aqua
Breath for big damage since the Jumbo Cactuar is weak against water.
A regular attack with Water junctioned to Elem-Atk is also very
strong. You should have no problem beating it.
Oh yeah, don't steal, because you'll get some crap Cactuar Thorns
instead of a Gaea's Ring (a free HP-Up!)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GF PROFILE - CACTUAR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Like the Tonberry, Cactuars are another enemy in the series. These
cactus-like creatures have been through numerous identity-crisises,
from "Cactrots" in the old days, "Cactuar" nowadays and "Sabotender"
in the Japanese versions. This Italian needle thrower may look
stupid, but that fact hides the potential of a deadly attack. 10,000
Needles is different to any other GF attack in that it does damage
purely based on GF Cactuar's level. The amount of damage dealt is
equal to the "tens" digit of Cactuar's level x 1000. For example, if
GF Cactuar's level is 30-39, the damage dealt is 3000, simple and
effective. This also means that at maximum level of 100, Cactuar will
do 10000 damage to all targets everytime, just like its name. Not
that there's much difference from the 9999 from other GFs, but the
extra digit sure does appeal to the eye. :) Cactuar is also the
master of Character Abilities, since it comes with all Bonuses learnt
and many other potentially useful ones to be learnt. It is also few
GFs that offer the Luck-J and Eva-J ability that's more useful than
it sounds.
Best skills: HP Bonus, Str Bonus, Vit Bonus, Mag Bonus, Spr Bonus,
Eva-J, Luck-J, Expendx2-1, Initiative
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> GF Check! GF Cactuar should start by learning Luck-J and Eva-J
abilities, then any Character Abilities will do. Its extra Command
Abilities ain't all that great.
---Acquiring Bahamut--Save the game somewhere. Take the Ragnarock to the south-eastern
corner of the map and try to find a place that resembles an oil rig
(Deep Sea Research Centre.) Land there and select your team. It
doesn't matter who you take for this mission though, but I'd suggest
you bring along Mr. Know-it-all Zell.
> Junction Check! Make sure your party members has good HP and Spr
levels. LV Down is required, and the Recover command is nice. Also,
remove any spells you have junctioned to Luck since if it's too high,
Odin may appear and ruin it for you.
> Magic Check! Try giving away any Full-Life your active team members
have, since it's about time to get them by the truck loads.
Enter the structure and you'll see a glowing tube. Don't retreat when
it asks you to and inch your way towards the tube but only when the
lights spinning around the tube goes away, else you'll be attacked by
some monster.
Examine the glowing tube and it'll ask you a question. You don't have
any choice on what to answer so just select "It's not our will to
fight." You'll have to fight a Ruby Dragon. It's not that hard, given
that your levels are so low. So just use LV Down on it until it drops
to level 1 and kill it off.
Then the tube asks "Begging me for mercy?" Just choose the Bottom
option, "Never!" You'll fight another Ruby Dragon, same old same old.
Then it
neither
it lies
mystery
Now
-
The first 3 encounters can be seen during earlier stages of the game,
while you'll need the Ragnarock for the last I think. Anyhow, these
encounters will occur even if you have equipped the Enc-None skill,
so equip it and walk around that region and you'll encounter the UFO
easily.
When you've
the Chocobo
encounter a
earn a VERY
Now take the Ragnarock back to where Balamb Garden used to be, and
walk around the giant crevice and you'll eventually encounter an
alien, a cute green thing. It'll say "Elixir please" (what? This is
the replacement for the Magic Pots?) so use all your Elixirs on him.
Don't forget to equip the Item command. :) After 5 of them, the fight
will stop and you'll earn Pupu's card, which is the rarest card in
the game and can be refined into a Hungery Cookpot, which teached the
Devour command to a GF.
---Mmmmmmm, Rosetta Stones... *Drool*--You may be tempted to go fight Ultima Weapon and acquire Eden right
away, but I'd advice you wait a little, and there's a very good
reason for it: To gather Dark Matters/Rosetta Stones.
I usually do this after powering up 2 members, Quistis and Selphie.
Now replace Selphie with Zell and revive Squall and maybe do just a
little more powering up. Now take the Ragnarock back to the oilrig
thing, the same place where you got Bahamut. Climb down the hole
where you fought Bahamut. (Note: I've received some mail from a few
people who claimed that they CANNOT reach beneath it. All you gotta
do is climb aboard the Ragnarock and talk to everyone on deck.)
> Junction Check! Make sure that Squall and Zell are junctioned with
the right GFs for power-level-upping and all the bonuses you want.
Give Diablos and Tonberry to Quistis and give her the commands: Mug,
Magic, LV Up and something else. She should be really powerful now,
doing godful amounts of damage with each blow. The other characters
are weak though, so you might want to junction 100 Deaths into their
ST-Atk to beef them up. Junction 100 Confuse to ST-Def, Bio helps too
if you have it. Doesn't matter if you don't.
> Magic Check! There's a DP for Dispel at the bottom of the pillar
thing you just climbed down, but who cares?
Approach the generator and use 4 blocks of energy to operate it. Now
there are multiple ways of getting down that thing. I used 4, 2, 1, 1
and 1, so that works. Note that you can encounter Grendels and Bombs
on those levels. They're crap so just do whatever. At the bottom is
the main generator. Let Zell handle it and he punches the piece of
junk, and guess what? The gate opens!
The next screen is your target, it should be look like an ancient
ruin underwater. Strange indeed. Anyway, you must make sure you have
more than 10 blocks of steam pressure left since it's required to
acquire Eden a bit later, but lets not worry about it now.
Save at the SP. The deal with the encounters in this floor and every
floor below it is that they're NOT random. Everytime you step across
a certain point on the ground, you'll be attacked. The type of enemy
varies from floor to floor. This floor is full of Tri-Faces, who you
can steal Curse Spikes from. Why, they're the ingredients for Dark
Matters you say? That's right, you sure do catch on quickly. So
repeatedly fighting them on this floor will result in building up
your collecting rapidly.
However, Siren MUST be at level 100 to do the conversion, which is a
hard job since it's not a good idea to junction her alone to a dead
member when doing level upping so she don't have to share the other
GF would not work. Siren hold the Mag Bonus skill required for the
second member. However, if you're following my "Customized character"
method above, then you might want to junction Siren to a dead Squall
when you're levelling up Quistis earlier. (In that case, trade
Selphie's place for Irvine.) Otherwise, you'll have to do a lot of
EXP gathering to get Siren to level 100.
The
-
* Weapon later, plus any Ultimas you've drawn from the DP and count *
* the 100 Ultima Stones (and the ones you have already) you get for *
* beating Ultima Weapon, you should have 600 Ultimas easily without *
* having to spend a Dark Matter, but it's good idea if you don't
*
* feel like drawing from Ultima Weapon.
*
*
*
* 1x Dark Matter -> Shaman Stone (Siren: Tool-RF)
*
* Shaman Stones improves the Compatibility with Bahamut slightly, *
* but it's just a waste. However, you can refine Shaman Stones into *
* a lot of things. Also note that you can refine 10 Shaman Stone
*
* into a Hero-trail. If you wanna make Heroes manually, then this *
* is probably the best place for it, but it's much easier to do the *
* card trick in disc 4.
*
*
*
* 1x Shaman Stone -> LuvLuvG (Siren: Tool-RF)
*
* This is much better if you want Compatibility, but it's still a *
* waste IMO.
*
*
*
* 1x Shaman Stone -> Rosetta Stone (Eden: GFAbl Med-RF)
*
* Now this is what you really wanna do. You should have a few GFs *
* with the Abilityx4 skill (Bahamut and Rosetta Stones you've found *
* earlier) and you can get another later in Ultimecia's Castle. You *
* will probably won't need to refine these if you've been lucky
*
* enough to collect enough of these. The reverse also holds with
*
* Siren's Tool-RF. Note you have not gotten GF Eden yet, so this is *
* not possible yet. However, don't rush to get Eden yet, since all *
* fixed encounters will be gone after beating Ultima Weapon. So
*
* store everything as Dark Matters for now since it's the most
*
* versatile form.
*
*
*
* 1x Dark Matter -> Luck-J Scroll (Eden: GF Abl Med-RF)
*
* Another great deal, since only ONE GF in the entire game starts *
* with Luck-J normally (Cactuar.) You can find 2 scrolls in the
*
* game though, but that's barely enough. Luck is good for Selphie's *
* Slots, and determines the frequency of Rinoa's Angelo Search
*
* (I've seen it twice now, yay!) It also determines how often
*
* Odin/Gilgamesh appears. Also, it affects critical hits, so that *
* makes Zell and Irvine's Limit Breaks extra effective with the
*
* extra damage. Finally, Luck might have something to do with the *
* effects of Quistis' Blue Magic (such as the effects of Mighty
*
* Guard.) So you'll need 2 of these for you perfectionists, but
*
* it's still good to get everyone Luck-J. Also, note that you can *
* refine 1 Luck-J Scroll into a Luck Source if you have any
*
* spares, but it's again, quite a waste, but it's decent if you've *
* gotten everything above and have spent a VERY long time gathering *
* Dark Matters.
*
*********************************************************************
When you are satisfied with your load of Dark Matters (I usually get
about 6 or so of them) and is hungry for the last GF, head down. The
second floor has 3 more encounters with a Grendel and an Imp, 2 crap
enemies.
NOTE: Before you carry on, you might want to read the section after
this for an alternate way of acquiring GF Eden.
On the third floor however, Behemoths resides. You can mug/win
Barriers from them. Use one on Quistis immediately to get her to
learn Mighty Guard, possibly her most useful Blue Magic. If you
collect lots of them, you can turn 50 of them into an Aegis Armlet
with Eden's GFAbl Med-RF, which is another cool item, but since you
don't have Eden yet, you can only store them in their "raw" form. Be
careful though, Behemoths uses some very nasty spells like Flare and
Meteor, so make sure you beef up your Spr levels. They also tend to
cast Flare before they die, but they _can_ be killed with Death in
ST-Atk.
Ruby Dragons craws on the fourth floor. They're good for that it's a
nice place to collect 600 Meteor, Flares and Reflects for all your
characters. With Behemoths and Ruby Dragons, it strikes me instantly
as a good Devour place. However, you don't have Eden yet, and all
enemies will disappear once you do. The only option is to mod Pupu's
card into a Hunger Cookpot and teach a GF the Devour command.
However, consider that Pupu's card is the rarest and cannot be won
back with the card trick in disc 4, it's going to be a painful thing
to us perfectionists. It's still an idea though, if you wanna try it,
this place makes it an EXCELLENT place to beef up your HP and
especially Magic. Beware of their Breath attacks though, I remember
getting a Game Over here. If needed, use Colin Pentney's trick by
killing one of your characters.
On the fifth floor lies the Iron Giants. They have insane Vit so it's
a good idea to summon Doomtrain. They don't serve much of a special
purpose except for being there. They do have Reflects though. Oh
yeah, they give you Star Fragments and Running Fires, the latter is
good for refining into Demolition Ammo.
> Magic Check! There are various DPs spread among this place. On the
third floor there's a DP for Triple, and just before exiting the
fifth floor, there's a hidden DP for Ultima. They're both nonrecoverable. :(
At the bottom, there's a large electronic terminal thing. There's a
hidden SP to the left, save there, and prepare to fight Ultima
Weapon. As for party members, try out Quistis/Squall/Zell if they're
all at level 100. However, if Squall and Zell are of lower level,
trade Zell's place for Selphie. Now yes, Selphie is much less
powerful than Zell, _but_ Ultima Weapon seems to have an aversion to
attacking her, very strange indeed. So having her in the party as the
main healer is a great idea. (However, that's what happened in my
game, but things could be different in yours.)
> Junction Check! I'm gonna go into a lot of details here. Junction
your GFs to your characters carefully, make sure they're spread out
and everyone has Spd-J and -J abilities to all their major stats.
Don't worry about the Bonus abilities, since you won't get any EXP.
Here's the commands I used:
Quistis: Attack, Draw, Magic, GF
Squall: Attack, Draw, Magic, Item
Selphie: Attack, Draw, Magic, Revive
The Draw command is there to take advantage of the unlimited supply
of Ultimas. Everyone needs Magic or Items to Revive each other.
Selphie will be the main healer, so give her Revive since she gets
KO'd the least. Junction 100 Triples to everyone's Speed, this is one
fight where Speed is the most important attribute, then equip Spd+40%
and Auto-Haste/Spd+20%. If you already have Auto-Haste, 100 Triples
and Spd+40% are enough to raise the stats so high that doubling it
with Auto-Haste will automatically hit 255 (the max) so equipping
Spd+20% won't make any difference. As for other skills, equip any HP
start with Eden's SumMag+??% skills for a real killer, getting all 4
of them means an extra 100% of damage, wow!
The good news is that you've gotten the last GF, gotten lotsa Dark
Matters and lotsa other bonuses. But the bad news is that all the
fixed encounter have disappeared, meaning no more goodies. :(
Bonus tip - You don't know what you've got 'til it's gone ===========
|This is the trick on getting Dark Matters/Rosetta Stones after the |
|Eden event. Thanks to Duncan Day-Myron <wombat_84@hotmail.com> for |
|this trick.
|
|
|
|1) Acquire GF Siren. (easiest step)
|
|2) Learn Tool-RF (Ok, this is pretty easy too)
|
|3) Acquire GF Eden (not hard, not easy)
|
|4) Learn GFAbl Med-RF (kinda easy)
|
|5) Let Rinoa get the Esthar region possesed by devils (from the
|
| landing of Adel)
|
|6) Run around until you fight the enemy "Imp"
|
|7) DO NOT MUG THEM but kill them brutally or card them or whatever |
| so that they are no longer there but you receive items after the|
| battle
|
|8) You will usually receive "Curse Spikes" (about 6)
|
|9) Collect 100xCursed Spikes (*gasp*)
|
|10) Get GF Siren up to Level 100!!
|
|11) Use GF Siren's ability Tool-RF to turn 100xCursed Spikes into |
| 1xDark Matter (only works if GF Siren is at Lvl 100)
|
|
|
|Not bad huh? Of course, it's not as good as the one in Deep Sea
|
|Research Centre but hey, we've got no choice.
|
|
|
|This method works, but not that well. However, another sorta okay |
|way of collecting Curse Spikes is to equip Rare Item and Mug, then |
|go to the Island Closest to HEAVEN (not Hell)! You can encounter |
|Tri-Faces there, but the encounter rate is so low that it alone
|
|will make this trick collapse under its own weight. Although
|
|Malboros are quite common on that island, they will also give you |
|Curse Spikes. Do NOT mug it when you encounter one, instead defeat |
|it (use Quistis' Degenerator for the best effect) and you'll
|
|occasionally receiver 10 Curse Spikes, with about a 10% chance.
|
|Most of then time you'll just get crap like Malboro Tenticles but |
|with Rare Item equipped, the chance of receiving Curse Spikes jumps|
|to about 50% or 60%, so you can try gathering Curse Spikes there. |
|If you do encounter Tri-Faces, mug it then card it for an extra
|
|one. (We're Curse Spike-pinching here!)
|
=====================================================================
---Acquiring Eden - Alternative!--Thanks to <yang1@altavista.net> and Ankhorial.
Eden is the most powerful GF in the game with massive number of
awesome abilities. However, it's a double edged knife when acquiring
it. Because you'll loose the fixed encounters in the Deep Sea
Research Centre, where you can all sorts of rare and cool bonuses.
Now there's a solution! *GASP*
Forget about drawing Eden from Ultima Weapon. Wait 'til disc 4 and
get Eden from Tiamat in Ultimecia's Castle. You'll acquire the GF a
bit later, but there are 3 HUGE advantages you get to keep:
1) The fixed Tri-Face encounters can be used with the trick above to
refine Darkmatters, Rosetta Stones and other rare stuff easily.
2) The fixed Ruby Dragon and Behemoth encounters makes a fine "all
you can eat" buffet, perfect for boosting Magic and HP with Devour.
This is VERY valuable, because Behemoths are probably the rarest
enemy in FFVIII.
3) While you're devouring Behemoths, you can mug Barriers from them
which are the ingredients for Aegis Amulets (learns Eva-J.) These are
also very rare!!! Although it's a pain having to collect 50 of those
for one Aegis Amulet, there's no other way.
You'll also be given a few minor disadvantages.
1) Acquiring Eden late in the game, where all towns are sealed. Make
sure you get everything you need and complete all mini-quests before
you do that.
2) Not fighting Ultima Weapon will reduce your Ultima supply by 300.
Although this can be remedied. Darkmatter itself will refine into 100
Ultimas. Else you may want to draw them from ICTH..... or, from Omega
Weapon. (YIKES!!! I know, don't do it...)
3) Miss out on a Three Stars or 100 Ultima Stones. The latter can be
remedied and the former isn't very useful anyway.
Final word: Perfectionists - go for it!!! The advantages are well
worth it!!! Try if you can max your stats this way. :)
---Yikes... I have a Chocobo in my pocket!--------------------------> NOTE! This section will only apply to gamers who own a Pocketstation and the PC gamers.
I have recently gotten my hands on a useless Pocketstation accessory
and tried out this game. Here's what I have to say... This game is
AWESOME! Of coruse, I didn't mean it that way. It's a boring game
(what did you expect from a 32x32 pixles screen anyway?) but it
allows you to gain TONS of items with your eyes closed! Perfect for
my Power-Up strategies...
Anyway, here's a break down of the game. Basically, you are Boco, the
Chicobo. You can walk in 4 directions on the world. Pressing the
Start button will bring up the menu. You can view the world map
there. The blinking dot is Boco while other black dots are the event
points. When Boco comes in contact with one of these points, an event
will occur:
a) A battle (most likely)
b) Moomba appears to give you a new weapon (10% chance)
c) Cactuar appears to give you a treasure item (10% chance)
d) Special set events
Battle
Boring as. You don't get to control the Chicobo at all. What you can
do is to tap the left and right buttons quickly to increase Boco's
ATB, so he can attack before the opponent. When one attacks, both
party's ATB will reset. So if you're good, you can kill the enemy
before it can even attack you! If your HP drops to zero, Boco falls
asleep and his HP will fill up slowly. If you win, a O-&-X-like grid
will appear and a blinking dot will travel through all the points
really quickly. Press the start button to make it stop. When you
managed to get 3 stones in a row to light up, Boco goes up a level.
Moomba
determines your grade, and your grade determines EVERYTHING about the
game, from Boco's HP, max weapon to treasure frequency. Basically,
the better grades gives you better stuff but is rarer. The lower
grades are more common and gives you really shitty stuff. :( My ID is
550, lowest grade possible.
Treasures
The ONLY reason to play (or leave it on auto, hehehe...) is for the
treasures. Cactuar gives these to Boco, and when transfered from the
Pocketstation to FFVIII, each item turns into something real. The
treasures' grade determines what items it can turn into.
Grade A: Rare stuff and really good stuff. Unfortunately, if your
Chicobo Grade is 7 (lowest) like mine, you will NEVER get a
grade A treasure! Luckily, I don't think there's anything in
Grade A that's not obtainable in other treasure grades.
Grade B: Mostly the same as Grade A, pretty rare. You get a LOT of
good stuff here though, like all the Chocobo World exclusive
items, stats-boosts (!!), rare GF items (Rosetta Stones) and
other rare items. You can get unique items here too, like
the Magic Lamp!!!
Grade C: Mostly medicines and healing items. You can get the +grade
variants too (eg, Potion+). Some pretty good junk too, and
bullets (even Pulse Ammo!)
Grade D: Most common treasures found and mostly junk. You get a LOT
of those crappy Magic Stones here. Some fairly decent
refinement items can be found too.
Conclusion?
Well... if you have access to a Pocketstation, use it immediately
when you have access to it in disc 2. You'll get a LOT of nice items
early, many refining items to turn into good spells, rare stuff for
Quistis (Power Generator anyone?) and sell the rest for loads of
cash.
Also, if you're up for it, you can acquire GF Doomtrain in disc 2!!!
That's right. The Soloman Ring can be gotten as a Grade B item
(rare), but once you've gotten it, you're basically home free! The
Malboro Tentacles are common Grade D items, while the Remedy+ can be
gotten as Grade C items, they're pretty common too. As for Steel
Pipes, they are really common in disc 1 and 2. What are you waiting
for? The Pocketstation is there to be abused. :)
What else? Well, if you are having trouble getting some Pulse Ammo
for Squall's Lionheart, look no further, because you'll be getting a
lot of them with the Pocketstation. Many of the junk can also be used
for weapon upgrades. Some cool stats-boosts too, helping you power up
faster. Also, extremely rare material can be gotten, like Hungry
Cookpot (!!), Darkmatters, Rosetta Stones, Power Generators etc..
Finally, there's the Pocketstation-only items, Mog's Armlet (learns
MiniMog Command/Summon), Friendship (Summons Moomba) and Ribbons.
You'll also be able to see a few new summons.
GF Profile - Chicobo* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Chicobo is a cute little baby Chocobo, you can play his own little
minigame with the Pocketstation peripheral. Although he likes
slacking off with his friends, Moomba, Cactuar and Mog, his summon
can be quite damaging. Gaining power ups from the Pocketstation will
translate into a more damaging attack for Boco when you summon him
4x Dragon Skins
1x Fury Fragment
The Dragon Skins caused me the most problems. They're occasionally
dropped/can be stolen from Blue Dragons, or Anacondours. You should
get some of them if you fight on Island Closets to Hell for a while,
if not, you'll have to max out someone's level and equip Rare Item,
and mug an Anacondour in the forests near Timber. Fury Fragments are
not all that hard to get, Blue Dragons and Ruby Dragons will drop
them occasionally. If not, refine Blue Dragon's cards.
Quistis - Save The Queen
Requirements: 2x Malboro Tenticles
4x Sharp Spikes
4x Energy Crystals
Malboro Tenticles are pretty easy, you should have some left-overs
after acquiring GF Doomtrain, if not, just defeat Malboros. Sharp
Spikes can be refined with Grand Mantis cards, or can be stolen from
them. Energy Crystals however, are the hardest, especially when she
need FOUR of them! Sorta not worth it since this weapon don't
increase Str/Hit by a lot like Squall/Selphie's, but considering how
useful Quistis is...
Rinoa - Shooting
Requirements: 2x
1x
1x
2x
Star
Windmill
Regen Ring
Force Armlet
Energy Crystal
Vision
Adamantine
Curse Spikes
Star Fragments
Dino Bone
Moon Stone
Star Fragment
Screw
Dino Bones are easy, defeating T-Rexaurs. Moon Stones can be gotten
by stealing from Elnoyles, and maybe defeating Imps occasionally too.
Screw are by far the most common weapon upgrade ingredients. Geezards
drop them, and you can refine their cards too.
---Abra Kadabra---
This is the section on magic and what you should keep and what goes
in the trash. Each characters has 8x4=32 slots to keep up to 100 of
each spell. Better keep an eye on what goes in and what goes out the
window, because the last thing you want is to try to draw truck loads
of a good spell from the boss but realizing that the slot is occupied
with Fira or some junk like that.
So, these spells are what you should keep for everyone in your team.
Make sure everyone in your team has 100 of them, as they're mostly
for junctioning to your vital stats. Of course, getting 300 of each
of the best spells ain't that hard, but try to get 600 as you'll need
everyone in your party active at the end of the game. Of course, it
can be a pain gathering them all but there shouldn't be much of a
problem for us experts right?
Spells that definitely should be kept. Note I've sort them in a
certain order but it's not necessarily the "official" order.
-------------------------------------------------------------| Ultima
| Quake
| Life
| Reflect
|
| Meteor
| Tornado
| Full-Life
| Double
|
| Flare
| Curaga
| Protect
| Triple
|
| Holy
| Esuna
| Shell
| Aura
|
-------------------------------------------------------------| Sleep
| Death
|
| Silence
| Pain
|
| Confuse
| Drain
|
| Berserk
| Meltdown
|
------------------------------* Note: If you like Rinoa's Angel Wing, then you might consider
taking away the status spells (except for Meltdown.) Then the only
spells she'll use are the powerful ones. Give her some elemental
magic in place of the status spells if so.
That leaves each characters with 8 slots for other spells. Anyway,
Ultima and Meteor are both great junction spells, Flare is good for
Elem-Def, Holy is just another one of those fixer-upper spells in the
series that no one has the guts to dump. :) Quake is there as a backup junction spell but Tornado is great in Eva-J. Curaga is simply
there for your use and the same goes with Esuna, although it has some
ok effects with ST-Def. Life are there for your own use too but FullLife is a good junctioner. Protect and Shell are both just "there"
but you never know when you'll need it (and has some decent effects
with Elem-Def.) Reflect is super lousy regularly but it's excellent
for Spr. Double is just "there" but Triple is great for Speed. Aura
is good for your own use as well as Hit-J. Panel #5 are mainly for
ST-Def (or Atk), can't live without them. Death too, but it's also
good with ST-Atk. Pain is good for a lot of juctions and the same
goes to Meltdown while Drain is an okay spell in ST-Atk.
Here's the list of spells that at least one or two team member should
have, but keep everyone's collection varied to some degree.
--------------------------------------------------| Blind
| Demi
| Haste
|
| Break
| Dispel
| <elemental magic> |
| Stop
| Scan
| Float
|
| Slow
| Regen
|
|
--------------------------------------------------The first panel are status spells that are not all that great for
junctions, but keep some of them around. Demi is very good though, so
keep more of those. Dispel is basically uselss, but do keep just a
bit of them just in case, and make sure you keep them away from
Rinoa! Scan is also a good spell, so having some of them around is
handy, the "Rinoa exception" still applies. Regen is good for casting
occasionally, the same goes to Haste, but they're not worth giving
everyone. As for a <elemental spell>, I give everyone a different
one, like Firaga, Thundaga, Blizzaga, Bio and Water. They're quite
weak so that's why I'm only keeping 100 of them. Float can be useful,
but rarely.
The weaker spells like Fira or Aero ain't worth keepin', and the
useless ones like Zombie ain't either. If you have spare slots, play
around with them and see what's useful.
Now lets find a way to get all the best spells, I'll include them in
this section. Note only the rare and best spells are listed here, as
some spells like Sleep are simple to get. These should be enough to
get you 600 of them.
- Ultima: Draw from Ultima Weapon to get 300
Draw from the DP in Shumi Village for about 100+
Win 100 Ultima Stones by defeating Ultima Weapon
Draw from various other DPs for about 50
Refine Dark Matters/Energy Crystals to fill the rest
- Meteor: Draw from Ruby Dragons for an easy 300 each time
Draw from various DPs
- Flare: Draw from Ruby Dragons/Tri-Faces/Bahamut etc.
- Holy: Draw from high level Elnoyles, easy.
Refine Krysla cards into Holy Stones with Tool-RF
- Quake: Draw from high level T-Rexaurs/Cerberus etc.
Refine from Dino Bones
- Tornado: Draw from Abyss Worms/Jumbo Cactuar
Refine from Windmills
Upgrade Aeros with HighLV Mag-RF
- Full-Life: Drawn from Bahamut for 300
Drawn from Fujin later (save room if you want.)
Refine from Regen Rings, stolen from Toramas
Drawn from various DPs for about 50
- Triple: Drawn from Odin to get 300
Refine from Three Stars (bad choice!)
Drawn/refine Double and refine from HighLV Mag-RF
- Aura: Draw 300 from Seifer at end of this disc (save some room!)
Drawn from overworld DPs (not very effective)
Refine Hypno Crowns (bought) into Aura Stones with Tool-RF
- Pain: Drawn from high level Tri-Faces
Refined from Curse Spikes
- Meltdown: Drawn from high level Gaylas/Bombs/Jumbo Cactuar
Refined from Mystery Fluids
Basic Junctions
This section below is all about what and how spells should be
junctioned to maximize their effects. This one below is the basic
structure on how your junctions should look like.
HP
Str
Vit
Mag
Spr
Full-Life
Ultima/Meteor/Holy
Meltdown
Ultima/Meteor/Holy
Reflect
Spd
Eva
Hit
Luck
Triple/Haste
Tornado
Aura
Pain/Death
<None>
Flare
Shell
Life
Protect
elements. The best thing about this is that those 4 spells don't
really collide with your regular and status junctions.
Happy Matt recommends junctioning Ultima (!!) to Elem-Def, which
coupled with Flare/Life/Shell will absorb everything. This is not a
bad junction but I think Ultima is much better when used in other
attributes. However, when your stats are so high that Ultima is no
longer needed, you might feel free to do so. :)
Whenever you're facing a boss that uses a particular elemental
attack, remove Protect and junction any elemental spells you wish to
me protected against. The best are the -ga spells, Bio if you want
protection against Poison, Tornado for Wind, Quake for Earth, Holy
for Holy etc. The fancy ones like Meteor ain't worth the trouble.
Status Junctions
Like elemental junctions, this will also depend on the situation, at
least in the beginning of the game where only 1 member is protected
against 1 or 2 status. However, later in the game it becomes more or
less irrelavent if all 3 members has ST-Defx4 and junction all the
worst status spells there, so the only status you'll be affected are
the mild one. This is what I use for all-round ST-J though.
ST-Atk
ST-Def
ST-Def
ST-Def
ST-Def
Sleep/Death
Confuse
Berserk
Silence/Pain
<any>
=====================================================================
---Say you'll be there--Make it back to Edea's orphanage and go out to the garden. A scene
will occur where the third member will say something and leaves the
love birds alone. (It's completely different depending on whoever is
your third character, I like Selphie's.) Then another scene will take
place between the 2, kinda uninspiring for a moment of intimacy. Then
Zell comes along saying that Kiros (!!) from Esthar has a mission for
Squall and team. Leave the place and Edea will make her speech.
---Mission impossible--Take the Ragnarock back to Esthar and make your way back to the
Presidentical Palace. Now the guards to the left screen will let you
in. Inside you'll see even MORE familiar faces, Kiros, Ward and
Laguna. Gee, since when did he become the president. You might want
to catch on with what he's been doin' over the past 17 years. And
when you choose to hear you mission, Dr. Odine will come over and
explain the current situation and the mission briefing. To rescue
Ellone, let Ultimecia possess Rinoa and let Ellone send Rinoa back in
time to complete her Time Compression.
> Card Check! Before you go anyway, play a game with Laguna and scab
Squall's card off him. Ironically, it's exactly the same as Seifer's
except the placement of the values are all inverted. It's also the
last card you need to complete your collection, Check your menu now,
you should see a * next to the Card option.
When you decide to take accept the mission, Laguna and team will
"move in" with you to the Ragnarock.
---Sacrifice--Whenever you're ready (remember, do ALL the mini-quests before this,
as you won't get a chance to complete most of them later), take the
Ragnarock and fly towards the Lunatic Pandora, Selphie will make the
ship crash into the box to get inside it. It's a very cool FMV, enjoy
the Dual Shocks! :)
> Jucntion Check! Junction whatever. Everyone of you should be a
walking demi-god right now so it doesn't matter what you do. Equip
Enc-None though, as you don't wanna be bothered with the lousy random
encounters. Don't equip Mug.
> Magic Check! Well, I did say you can draw Full-Life from Fujin
didn't I? So if you don't have 600 Full-Lifes yet, don't panic. (You
should already have 300+ after Bahamut right?) Just trade as much
Full-Lifes as you can to the non-active member.
Whoever you choose doesn't really matter right now. If you want to
leave, just talk to whoever is at the pilot seat and choose to take
off. Walk forward and you'll meet up with your friends, Fujin and
Raijin!
BOSS - Fujin, Raijin ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Damn, don't you love these guys? They look so damn awesome and gives
you free goodies each time. I wished they're playable characters.
Anyway, Fujin is MUCH stronger this time, but Raijin is still so so.
Fujin can cast some very nasty spells, including Pain on you and
Regen on themselves. She don't act all that often though. If you drag
this battle on for a while, she will say something then release
Meteor. Fujin also has a VERY dangerous attack, Sai, that will lower
one member's HP to 1!!! Raijin on the other hand will just stand
around most of the time, occassionally striking you with a physical
attack. Sometimes he casts Aura on himself and attacks with his
"Limit Break" Raijin Special. Strangly enough, neither of them will
cast their native elemental spells.
Remember how you can steal Str-Ups from Raijin? Don't do it this
time, as you'll get a Hyper Wrist instead. :( Instead, winning will
score you 3 of them. Fujin will give you a Megalixir as usual.
If you were prepared to draw Full-Life, get them off Fujin. Fujin has
Curaga if you want healing. They won't do much damage unless you piss
off Fujin and gets hit by her Sai.
When you're satisfied with your load of Full-Life, also any attacks
will do. The easiest way is probably summoning Doomtrain which will
deal 9999 damage to them both, summon it twice should knock them out.
If not, just use normal attacks.
NOTE! Katman told me that if you summon Carbuncle, it'll scare the
**** outta Fujin and she'll only use her weak Zan projectile. Never
tries it myself though.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Walk along and you'll meet up with another pair of your old friends,
Biigs and Wedge! No fight this time though. You know this place
right? Just make it all the way to the place where Zell's team got
kicked out, but do save at the SP before it. All the old DPs are
still here if you wanna be bothered with it.
> Junction Check! Pack Mug this time, and remove any spells
junctioned to Str for the character who has Mug.
In the next screen, you'll see Fujin and Raijin who sends a robot to
get you.
BOSS - Mobile Type 8 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
I'm still a bit puzzled with the this boss' attacks. Anyway, it
attacks in whole when you first meet it. Just hit it a few times and
it will split into the body and 2 probes. During the period where
it's a whole, it'll counter attack with Twin Homing Laser, which is
REALLY weak compared to Quistis' version, about 300 damage.
When it splits, mug 2 Str-Ups from the Left Probe and 2 Vit-Ups from
the right one. They have low HP so that's why you need to remove your
Str, as you might accidentally end up killing it. You can mug a Laser
Cannon from the main body though, useful if you haven't gotten
Quistis' Homing Laser yet.
It'll still counter with laser though, but it doesn't matter. At
sometime during the fight, the boss will unleash Corona, making your
HP down to 1. I think it only uses it upon its defeat. It's an easy
boss anyway, normal attacks will do.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
will possess Rinoa. Ellone steps in and shows that she's on top of
the "food chain" and sends them all back in time.
Time Compression has begun. You'll see a very cool sequence where
your members fall through everything. Wow. After that, you'll end up
in Edea's room in Deling City (you know, in disc 1.) Save at the SP.
When you approach "Edea", she turns into a witch and attacks.
BOSS - Sorceress x5, x6, x1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You'll have to fight a buncha witches. The first type of sorceress
are "thin" and they're really weak. Try mugging them though, they'll
die in one hit but you may end up nabbing yourself an Ultima Stone or
something. There are 5 of them, and the background will morph with
each Sorceress killed.
The second type are "fat" and comes in 2's (I think.) They're equaly
as easy but you can still steal goodies from them.
When you've beaten all 6 of the second kind, the boss witch will
appear to avenge the death of the other sorceressed, and she is the
"fatest".
Anyway, there's not much to it. Just use your regular attacks, don't
even have to waste your time summoning Doomtrain for this.
Eventually, it'll start a countdown from 5, then it'll cast Ultima,
which should only hit for about 400 or so to each member. Just kick
her butt.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Eventually, you'll reach Edea's orphanage... in the past! Enter the
door to the right and get outside to the beach. It'll shift to the
present but keep moving and it'll morph into the future! You'll see
corpse of white SeeDs lying on the ground.
Get behind the the rock and you'll enter the next screen with even
more dead bodies!
> Magic Check! There's a DP for Triple near the entrance.
Keep going and you'll walk along huge chains connecting Edea's house
to Ultimecia's Castle.
> Magic Check! There's a DP for Flare to the right of the castle's
entrance, it's hidden.
Your other members will come to aid you when you decide to enter the
castle. Save at the SP though.
<I don't think I will write the walkthrough for Ultimecia's
because for one, I really HATE that place. It's got some of
annoying puzzles and it's just so damn boring! I absolutely
However, I'll carry on with some other tricks to do in disc
Castle,
the most
hate it!
4>
I will give you some tips though. I recommend that you find and fight
all 8 of the optional bosses. Not only will they unseal your powers,
they'll also give you really awesome GF ability items like Status
Guard and Rocket Engine.
Final trick - Mad about the Rosetta Stones ==========================
Point. (It's _near_ the southern coast and to the east.) She seems to
ONLY use the Queen of Cards quest cards though, so you can get them
back from her if not the CC members. However, she only seems to use
them once, and just play with crap cards afterwards. Also, make sure
you're prepared for Same/Same Wall/Plus/Random and Sudden Death
WITHOUT Open!!! You know, sometimes I doubt the fairness of a card
game without the Open rule, as it seems the CPU gets to peek at your
cards even though they're denying it. Can't trust computers! >:(
Oh yeah, if you wanna play cards, DON'T screw around with all the
members since each one of them uses the rules of a specific region.
So to keep the rules from spreading, keep answering "No" when they
offer to combine rules. It is because of this that makes certain CC
members extremely annoying to play with, namely Joker and Diamond.
You can also abolish the rules just like the normal game.
NOTE!!! You CAN win back QoC cards back, it goes something like this:
(Sorry, I cannot remember who submitted this trick...)
1)
Mod the 5 cards all at the same time or seperately, you choose
2)
Challenge the QoC and win them back
3) Mod them again
4) You can now win them back from Diamond (or maybe other CC
members.)
Make sure you abolish the crappy rules from Diamond or else, ready
lots of Asprin and prepare for a cheap fight.
---GF customization--Whoohoo, I bet you have a LOT of GF ability items in your inventory
after the trip through Ultimecia's Castle and card mod trick. Now
it's time to customise the GFs for your characters. Also, I recommend
that you split your 16 GFs 6 ways, so each character will get 3 or 2
GFs. You should keep them in their possession for the rest of the
game (not that there's much left anyway) but it's nice to let your
characters get used to them. Also, tailor the GFs to suit your
character's style. For example, don't give any GF that has the Hit-J
ability to Squall or Selphie since they can hit with 255% accuracy
already.
Also, try to minimize and maximize the GF's abilities, forget the
extra and repeated abilities to create room to learn new ones. For
example, don't give a character 2 GFs that both has the Spr-J
ability, try to mending the weaknesses of one GF with another. For
example, GFs Shiva and Diablos is a good combination to give to your
characters, since Shiva offers Str-J, Vit-J and Spr-J while Diablos
has HP-J, Mag-J and Hit-J, voila! All your basic attributes are
covered! No repeats meaning no skills getting wasted. Spend sometime
trying to find the perfect GF combination for all your characters,
and take into account what stats benefit which character the most.
It is because of this, it is a very good idea to save all your -J
Scroll items in your inventory to allow maximum "min-maxing". (The
scrolls for rarer stats like Speed are VERY hard to find.)
Then buy truckloads of Amnesia Greens from the shop and start
brainwashing your GFs. Forget the basic commands on the 1 or 2 GFs
since only 1 GF is needed to use those skills.
You may also want to upgrade certain abilities, just as fogetting
Siren's ST-Def and ST-Defx2 but use a Status Guard on her to learn
****** Combo cheap trick - Beat Omega Weapon in under 5 rounds ******
* This is a cheap trick that combines most of the tips I've taught *
* you in my guide and take on Omega to show him who's boss. I have *
* tested this trick and it really works, although it does backfire *
* occasionally due to the random nature of many of the gameplay
*
* aspects. So whatta you waiting for? Lets get ready to kick some *
* butts, and for the players who have failed to beat Omega in FFV, *
* it's time to get our sweet revenge. :)
*
*
*
* First of all, you need to choose the team members to use for this *
* mission, and it's quite flexible on who you can use this time
*
* around. Quistis is a mandatory member for this trick and she will *
* act as the support member who's going to be the backbone of this *
* trick. Other than that, you can choose 2 characters out of Zell, *
* Squall, Rinoa or Irvine who will be the main offensive units. (We *
* can leave Selphie outta this but look below for a mission built *
* especially for her.) Anyway, it is indeed possible to dump Squall *
* in favour of another character, thanks to the Dual Team Division *
* system used in Ultimecia's Castle (although you might not want
*
* to, since Lion Heart is especially powerful.)
*
*
*
* Of course, how well this trick works will be dependant on who you *
* chose as the offensive units. This is the basic requirement for *
* each character, ranked in order of decreasing strength:
*
*
*
* Zell - None, but mastering Armageddon Fist or Grand-Calamity
*
*
Symphony will be helpful
*
* Yes Zell is actually more powerful than Squall because he will *
* be able to execute more hits than Squall's Lion Heart with a 12 *
* second Duel and that he can make full use of critical hits.
*
*
*
* Squall - Lion Heart learned, need Lion Heart gunblade model
*
* Another very powerful character, the only weakness is that the *
* Aura + critical status trick don't work as well for Squall as *
* it does for other characters.
*
*
*
* Irvine - 100 Fast Ammo stocked
*
*
100 Normal Ammo OR ~50 AP/Pulse Ammo
*
* Irvine is actually not a bad character in terms of power, and *
* like Zell, he can make full use of critical hits. The only
*
* really disappointing thing about Irvine is that he can only
*
* hold up to 100 of each type of ammunition in your inventory,
*
* seriously hindering Irvine's usefulness, since many of his
*
* bullets are next to worthless.
*
*
*
* Rinoa - Wishing Stars learned
*
*
Do NOT learn Angelo Strike (recommended)
*
*
Do NOT learn Angelo Recover (recommneded)
*
* Rinoa's Wishing Stars really packs a punch, although it doesn't *
* inflicts nearly as much damage as the other boys. It does hit *
* all enemies on screen though, but she cannot take the advantage *
* of that in this fight.
*
*
*
* Quistis - Mighty Guard learned
*
*
Shockwave Pulsar learned
*
* Not much to say about her damage potential, as it stinks. On
*
* the other hand, Mighty Guard will come in really handy. Like
*
* Squall, the Aura + critical trick don't work as well either.
*
* See below for precautions.
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
*
After you choose your team, you need to prepare. Take your team
to fight some weak enemies (the random ones inside Ultimecia's
Castle are ok.) And you need to low all of your HP to at least
the 3 digit mark, although it will be ideal if you can lower them
to somewhere around 100HP. I know it's hard work, you can try
Demi if their HP is high, or poison them with Bio. The latter is
easier, as it removes abour 800HP everytime they take an action.
Then use your regular attacks to do small amounts of damage,
remove the Poison if needed. Then finally cast Blind on all 3
characters and Silence on Quistis.
The you need to junction your characters, here's the requirements
for the 2 attackers:
- 9999 HP maximum
- 255 Strength, 200+ Vitality and Spirit
- 100x Triple junctioned to Speed
- 100x Tornado (or better) junctioned to Evade
- 100x Pain (or better) to Luck (for Zell and Irvine)
- 100x Death junctioned to ST-Def
- Abilityx4
- Commands Attack, Magic, Item and something else would be ideal
- Equip Spd+40% Character Ability
- Abilities to fulfill above requirements if needed (eg, Vit+40%)
- Luck+50% for Zell and Irvine
- Evade+30% recommended
- One character has Initiative
For Quistis, her requirements are slightly different:
- 9999 HP maximum
- 255 Strength and 255 Magic recommended
- 200+ Vitality and Spirit
- 100x Triples junctioned to Speed
- 100x Tornado (or better) junctioned to Evade
- 100x Death junctioned to ST-Def
- Commands Attack, Item and 2 other (note that she's Silenced)
- Equip Spd+40% Character Ability
- Abilities to fulfill above requirements if needed (eg, Vit+40%)
- Evade+30% recommended
When you're ready, save outside Ultimecia's Castle. Switch the
batle speed to its slowest and use Wait. You'll have to divide
into 2 teams, the one who fights Omega will be Team A while the
other one will be Team B. Junction Diablos to Team A and place
one of your abilities with Enc-None temporarily. You need to get
to the screen with a fountain (outside the Chapel) and remove
Diablos and replace Enc-None. Switch to Team B with the Switch
Point.
As Team B, junction Diablos and the Enc-None ability. Take the
door to the right and you'll see a large bell hanging from the
ceiling. Now you need to pull the rope (to take the steps down
and it's located to the left corner. When you do a message will
pop up saying you can hear a monster roaring from afar. You have
a minute to get to Omega. Now switch back to Team A with the
Switch Point in the room. You don't really have to re-junction
Team A if the absence of Diablos don't make much difference. (It
shouldn't.)
As Team A, head for the Chapel gates and Omega will be there.
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* you see Lion Heart.) You also need to adjust his strategies a
*
* bit since he's Silenced. Instead of casting Aura on Quistis, use *
* an Aura Stone with the Item command instead. Note Darkness and
*
* Silence are the only ones that you can use, since you don't want *
* to spend time Petrifying and Doom your characters while in battle *
* (actually, you can't.)
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******* Super Douper Mega Cheap Trick - As Cheap As It Gets *********
*
"Selphie is the most powerful after all!"
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* Simple, just do the same to Selphie as for the other characters *
* above (low HP + status) and junction 100x Ultima to her Luck.
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* Get into battle, cast Aura on Selphie and open the lid of the
*
* PlayStation. The game will "freeze" when Omega tries to cast LV5 *
* Death. Do the tap tap easy Slot trick until The End comes up
*
* (should be quite common, I once got 3 The Ends in 10 "Do overs"!) *
* Boom, bang, whoohoo, over! Easy but cheap as hell...
*
*********************************************************************
MISCELLANEOUS
=============
This section just includes all the weird and interesting stuff on
this game.
* Is Doomtrain REALLY the train boss from FF6? Well, I asked Happy
Matt and he checked the monster compendium in the Japanese version of
FF6 and he said that the boss' name could be directly translated into
"Magic Train" or "Phantom Train" or something along the lines of it.
The Japanese name of Doomtrain is "Grasharaboras" so there is NO
evidence that Doomtrain is exactly the Phantom Train in FF6. However,
it's possible that they're related.
* Like FFT, FFVIII contains lotsa references from the previous
fantasies (and I don't just mean the FF motifs like Chocobos,
Moogles, Shiva, Behemoth etc), these are the ones I've found:
-FFIVNone yet.
-FFV-> Gilgamesh, who was Ex-Death's servant in FFV, a comical villain.
Likewise, 2 of his sword attacks are also from FFV.
=> Excalibur: The sword he wanted so much but..
=> Excalipur (Excalipoor is just a poor translation) was the one he
got. A joke item in FFV as it could only ever do 1 point of damage.
-> Boco (again, Boko is another bad translation): Butz's Chocobo is
now the default Chicobo name.
-> Omega: I hated this bonus boss as it's next to impossible to beat!
-> Brothers: Flanker358@aol.com said that Sacred and Minotaur were
bosses in FFV. I think I remember seeing something like it so I
assume that he's right.
-> Siren: Siren was a boss in FFV too, although she didn't act
anything like her 8th self. She's the boss in the Ships Graveyard.
This FAQ is intended to be used for non commercial purposes and there
shouldn't be any money involved. It is free to everyone who is
interested and you can print it if you like (although with my type of
format, it's not very print friendly.) Please do not rip me off by
claiming that it's your own work or rip any others off by selling
them a free FAQ. As I've learnt from my "debut" walkthrough, that
writing a walkthrough is really not an easy task at all but I've
really worked hard on it. So enjoy this "free" guide!
Copyright 1999 by me. E-mail me at i_love_aya@hotmail.com
Final Fantasy VIII (c) 1999 Squaresoft
Final Fantasy VIII: Power-Up Guide by ABrea
Version: 5.0 | Updated: 2006-09-10 | Original File
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