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Game: Final Fantasy VIII
Console: Playstation; Playstation 2
Copyright: 2002 Sherry Han
Email: NO SPAMMERS. Please read the guidelines if you want
to distribute this guide.
Version: 1.20
Created: August 15, 2002
https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/faqs/20880 1/17
11/1/2018 Final Fantasy VIII Angel Wing Limit Break FAQ for PlayStation by Sana chan - GameFAQs
Last Updated: December 29, 2002
Hi, welcome to my Angel Wing guide. I first became interested with
this limit break when I noticed how much more the damage was compared
to regular magic. I got the idea to write this guide when I noticed
how little most guides have to say about such an awesome attack.
(They usually cover it in about a paragraph, more or less.) And there
is just so much more to write about it!
For starters, this guide is NOT a junctioning or general game guide.
I'm writing it assuming you KNOW how to junction, at least to basic
stats, since STATUSJ and ELEMENTALJ are both irrelevant in this
case. Otherwise I suggest reading a general guide first, and MASTER
the basics on junctioning and GF ability usage.
Anyway, on with the guide!
MENU
Hint: Use CtrlF to jump to any particular section. All section names
are EXACTLY as written in the menu below (except Roman numerals).
I recommend check the meteor trick first if you know the basics about
Angel Wing.
=================================================
I. INTRODUCTION
II. MAGIC USED AND NOT USED DURING ANGEL WING
III. HOW MAGIC IS "RANDOMIZED"
IV. TIPS AND TRICKS
V. THE METEOR TRICK
VI. HOW TO BOOST RINOA'S STATS
VII. OMEGA WEAPON GUIDE
VIII. WHERE TO DRAW FORBIDDEN/NONELEMENTAL MAGIC
IX. FREQUENTLY ASKED QUESTIONS
X. CLOSING
XI. CREDITS AND COPYRIGHT INFO
XII. REVISION HISTORY
=================================================
I. INTRODUCTION
SPOILER
Angel Wing is, in my opinion, the best limit break in Final Fantasy
VIII. It is Rinoa's second limit break, which you get automatically
after you rescue her on Ragnarok in disc 3. Angel Wing is actually
a status effect similar to Berserk. You will lose control of her for
the rest of the battle, And she will cast magic automatically when
it is her turn.
END OF SPOILER
The Angel Wing status effect will cause Rinoa's magic stats to multiply
by about 5 times, even if her magic stat is maxed out at 255. And
her speed is also boosted quite a bit.
Unlike other limit breaks, with a little twist, you can have nearly,
if not complete control over Angel Wing. I noticed most sites listed
the magic she casts as random. However, after testing this move over
and over again, I noticed it's not entirely random. Rinoa does NOT use
magic that is not in her inventory. If she has no magic to cast, then
then she'll simply use a physical attack every time her turn comes.
Note: Since Rinoa's STR stat remains the same under Angel Wing, the
damage would be the same as if you executed a normal physical
attack. Therefore, do make sure she has at least one spell
she can cast. (See Section II.)
The Angel Wing status cannot be ended with Esuna, Dispel, Remedy, or
Remedy+. It will only end when one of the following occurs:
> If Rinoa gets KO'd, she will not be in Angel Wing if and when she
is revived.
> If Rinoa gets petrified, she will not be in Angel Wing if and when
she is cured.
These are the ONLY ways you can get Rinoa out of Angel Wing. There is
no easier way. If you absolutely have to do this for whatever reason, I
suggest casting Break on her, (Make sure she is not immune to
petrification) and then casting Esuna.
https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/faqs/20880 2/17
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During Angel Wing, Rinoa is immune to certain status effects (without
junctioning) that would normally disable or hinder a character's ability
to use magic. These are:
> Confuse
> Silence
> Berserk
Note: Silence will be automatically nullified if Rinoa goes into Angel
Wing with it.
However, Rinoa is NOT immune to these statuschanging magic:
> Stop
> Sleep
> Float
> Blind
> Slow
> Zombie
> Break
> Pain (Silence will not occur.)
> Bio
If she is stopped or asleep, she will CONTINUE to use Angel Wing after she
is cured.
Magic cast during Angel Wing does NOT subtract from Rinoa's magic
inventory. She will use any magic over and over even if she only has 1
stocked.
II. MAGIC USED AND NOT USED DURING ANGEL WING
LIST 1
Below is a list of magic that are NOT used during Angel Wing. If you
want Rinoa to cast only one spell, feel free to junction these magic
to her stats, and have that one spell as the only type of offensive
magic in her inventory. Even if you stock only 1 of that magic, she
will keep casting that magic, turn after turn.
HEALING MAGIC
> CURATIVE: Cure, Cura, Curaga
> REVIVAL: Life, Fulllife
> OTHER: Regen, Esuna
STATUSCHANGING MAGIC (ALLIE)
> SPEED: Haste
> MULTIMAGIC: Double, Triple
SUPPORT MAGIC
> PROTECTION: Protect, Shell, Reflect, Float
> LIMIT BREAK: Aura
TOTAL: 15 spells NOT used during Angel Wing. More than enough to
junction all stats without ANY offensive magic. This is good,
of course, since junctioning any offensive magic is risking
it being casted during battle.
LIST 2
Below is a list of magic that ARE used during Angel Wing. Its effect
is written next to the magic name. * (star) denotes that this magic
hits multiple and/or random enemies, if applicable.
ELEMENTAL TYPE MAGIC
Fire: Minimal fire damage
Fira: Medium fire damage
Firaga: Major fire damage
Blizzard: Minimal ice damage
Blizzara: Medium ice damage
Blizzaga: Major ice damage
Thunder: Minimal thunder damage
Thundara: Medium thunder damage
Thundaga: Major thunder damage
Water: Water damage
Aero: Wind damage
Tornado: Major wind damage *
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Quake: Major earth damage *
STATUSCHANGING MAGIC (ENEMY)
Slow: Slows an enemy down
Stop: Freezes an enemy
Dispel: Removes positive status effects: double, triple, haste,
regen, shell, protect, aura, reflect, float
Drain: Takes HP from enemy and heals self
Bio: Damage and causes poison
Break: Damage and causes petrification
Blind: Causes darkness
Silence: Disable enemy from casting spells
Berserk: Enemy loses control and uses a physical attack every turn,
however, damage is greater than usual
Sleep: Causes sleep
Confuse: Causes confusion and triggers random actions
Pain: Causes poison, silence, and darkness
Meltdown: Damage and causes Vitality status to go down to 0.
Death: Causes KO
Zombie: Enemy is hurt by curative items/spells.
NONELEMENTAL/FORBIDDEN/OTHER MAGIC
HOLY: Major holy damage
DEMI: Cuts 1/4th of enemy's HP
FLARE: Major nonelemental damage
METEOR: Ten hits causing nonelemental damage *
ULTIMA: Major nonelemental damage *
SCAN: See enemy's description, HP, and stats
III. HOW MAGIC IS "RANDOMIZED"
I don't like to used the word "Randomized", because it really isn't.
There is a subtle pattern to the chaos, I believe. Since Rinoa does
not use magic not in her inventory, take out the offensive magic
you don't want her to use, simple enough. (See Section II, List 2.)
First, Rinoa will NEVER cast anything to herself or allies. Her magic
will always hit the enemy. If there is more than one enemy, she will
target randomly.
Also, Rinoa uses high level magic, especially forbidden magic (Meteor,
Ultima) less than normal and indirect magic. Quantity does not matter.
For instance, in one of my tests, she had 100 Meteors and 1 Scan in
her inventory, and she used Scan 9 times out of 10. To prevent this,
take out ANY magic you find useless! Or else you risk her casting it.
For magic of the same type, I.E. Fire and Fira, Rinoa will favor the
HIGHER level magic if you have the SAME number of spells for each.
Otherwise, she tends to favor the one you have LESS, ironically. This
seems true for the 3 basic elemental magic Fire, Thunder, & Blizzard.
She'll also cast a lot of statusaffecting magic on your enemy. I
estimate this is at least 50 to 70 percent of the time. Maybe more.
The A.I. does NOT know whether or not a certain status magic will
work on a certain enemy, so make sure YOU check it out first.
Another thing to point out is the A.I. Its intelligence level will
seem to vary from time to time. Sometimes you may find it incredible
silly, casting useless status affecting spells each time. However,
other times it may seem like what YOU may do. For example, once my
Rinoa cast Scan at the beginning of the battle, then used Meltdown,
and afterwards began to strike the enemy with all types of powerful
spells.
Either way, all patterns are SUBTLE. I must remind you that there are
no ABSOLUTE patterns to Rinoa's magic casting during Angel Wing. It
depends on a variety of factors, some of which may or may not include
magic combinations in her inventory, luck, crisis level, character
level, or even who the other two party members are. I recommend reading
the next section carefully, as I will tell you how to make the best
use of Angel Wing.
IV. TIPS AND TRICKS
First of all, I suggest taking out ALL Magic in the "Statuschanging"
category except Meltdown, for the rest rarely works, gets used a lot,
plus most bosses are immune to status effects. Also, take out Scan,
because she uses that so often that it becomes annoying. BE SURE to
take it out!
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11/1/2018 Final Fantasy VIII Angel Wing Limit Break FAQ for PlayStation by Sana chan - GameFAQs
I also recommend taking out all the elemental magic, leaving only
forbidden/nonelemental magic, as those are much stronger. These are
the magic I recommend taking: Flare, Meltdown, Ultima, Meteor. If
you don't have these, or want to use elemental magic, then take out
Level 1 & 2 magic (Fire, Fira, Thunder, Thundara, etc.) and leave only
Level 3 magic. Be SURE to rid any elemental magic that the enemy is
strong against or absorbs. Because as long as Rinoa has the magic
in her inventory, there's no guarantee that she won't use it and
heal your enemy.
Now, if your magic stats are high enough, all those attacks, except
Meltdown, will take out at least max damage (9,999). However, as you
may have noticed, you can go way beyond just max damage with METEOR.
This awesome trick is described in Section V.
> How to get rid of unwanted magic stock:
There always comes a time when we go crazy with refining magic, and
end up with more than 500 of a certain spell. That means even if
Rinoa gives parts of her spells to other party members, she'll still
end up with a portion left, which is risky if you don't want that
magic being casted. When this happens, go to menu, Magic, Exchange,
place the cursor on the magic you want to get rid of, and press
SQUARE button. Beats casting it over and over again during battle
until it's all gone... especially if you have 100.
> Evade Trick (Thanks to The Admiral for this one!)
High Evade stat (20%+) will help prevent all physical attacks on Rinoa.
If your Speed stat is high enough, Evade will automatically exceed
20% without junctioning. However, if it doesn't, you can junction some
magic (if you can spare any). Ultima, Triple, and Haste work well.
V. THE METEOR TRICK
The Meteor trick is just plain awesome. It is not random like Lion
Heart, and unless KO'd, it is GUARANTEED to work every turn. This
trick works wonders against everything from TRex to Omega Weapon.
The great thing about it is, you don't need ultimate weapons, ammo,
special items, a lot of junctioning and whatnot. In fact, all you
need is at least 1 Meteor and a couple of GF abilities. This could
be the easiest way to surpass the 9,999 damage barrier, and is not
to be missed.
And here's how to do it:
Take out ALL of Rinoa's offensive magic EXCEPT Meteor, even if you
only have 1. Make sure you junction protective and/or curative magic
on your defensive stats, so you don't die in one hit. Use Magic
+ 60% or anything else you can find to make Rinoa's magic stat max
out to 255. Also use Autohaste or anything that enhances speed.
OPTIONAL: If you want, at the start of the battle, cast Meltdown on
your enemy, this will make Meteor much stronger.
Either way, after you've done all of the above, cast Aura on Rinoa
(or if she's in critical condition), and use Angel Wing. If your
speed is high enough, you should be getting several turns EVERY
SECOND. Each time, she will use Meteor. Meteor triggers 10 hits, each
hit damages around 4,000 to 8,000 generally, depending on your enemy,
stats, and/or whether or not Meltdown was casted. But if you've
followed the instructions above, you should be getting 40,000 to
80,000 damage PER METEOR. That means 80,000 to 240,000 HP damage
per second (ATB time, not counting magic casting time and other
possible interruptions). And yes, unless knocked out or inflicted
with certain status effects, it will work EVERY TIME.
VI. HOW TO BOOST RINOA'S STATS
Here's a table for Rinoa's stats WITHOUT ANY junctioning. In this
section I will help you max out Rinoa's magic and maybe speed stats.
LV HP Str Vit Mag Spr Spd Luck
1 217 1 0 8 3 20 16
10 610 10 5 15 8 22 17
20 1038 19 10 22 14 24 17
30 1458 27 14 29 19 25 18
40 1871 35 18 35 24 27 19
50 2275 42 21 41 28 28 19
60 2672 48 24 46 31 30 20
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70 3061 54 26 51 34 32 20
80 3443 59 28 55 36 33 21
90 3816 64 30 59 38 35 22
100 4181 67 31 63 39 36 22
Out of these 7 stats, there are three we do not need to care about
in this case Strengh, Vitality, and Spirit. (Though you should
always make them as high as possible.) Rinoa has the highest
base Mag stat out of all playable characters in the game, so
maxing out is not difficult, especially at level 100. If you have
100 Meteors or Triples, either should be junctioned onto her Mag stat.
It should boost the stat quite a bit. Then, equip GF ability MAG +.
This can be obtained from any of these GFs:
(> denotes "Leads to", meaning you can only learn the second ability
described after you have learned the first.)
> QUEZACOTL: Mag + 20% (60 AP) > Mag + 40% (120 AP)
> SIREN: Mag + 20% (60 AP) > Mag + 40% (120 AP)
> DIABLOS: Mag + 20% (60 AP) > Mag + 40% (120 AP)
> BAHAMUT: Mag + 60% (learned)
Other ways to boost magic stats:
Equip "Mag Bonus" from one of the GFs early on in the game. Siren
can learn it, and Cactuar comes with it learned. Mag Bonus is an
awesome ability that earns you an extra point in Magic every
time you level up. If you get this ability at level 20, your magic
stat will be uppened by 80 points when you are at level 100.
Another way would be to find and use "Mag ups". Each Mag Up will raise
your magic stat by one point. These items are rather hard to find,
so I suggest using the above methods. If you have tons of money (I
mean TONS), use this:
1. 10 SprJ Scrolls > 1 Hypno Crown (GFAbl MedRF)
2. 10 Hypno Crowns > 1 Royal Crown (ToolRF/GF Abl MedRF)
3. 10 Royal Crowns > 1 Mag Up
Each SprJ Scroll costs 10,000 gil, so the cost for 1 Mag up is
approximately 10 million gil. Impossible.
Anyway, you can reduce your costs by equipping the "Familiar" ability,
that way you can buy Hypno Crowns straight from Esthar pet shop for
20,000 gil. That way each Mag Up will "only" cost 2 million gil.
Ok, not practical in my standards, but you're welcome to try.
You can use Bahamut's AbilityX4 (or use a Rosetta's Stone to teach
any GF this ability) and junction Mag + 20%, Mag + 40% and Mag + 60%.
(Leaving one for speed) This combined with Mag Bonus, junctioning,
etc. should be more than enough to bring Rinoa's magic stat up to 255
if you're at a decent level.
For HP, junctioning 100 FullLifes will be your best bet. It raises
your HP by 4,000 points and gets you pretty close to max HP at high
levels.
For speed, junction 100xTriple will boost your speed stat a whopping
70 points. Very useful. Good thing is, Triple is not an offensive
magic, so it will not tamper with Rinoa's continuous casting of Meteor.
But you might want to use the Triples on her Magic stat, which is
priority. I don't recommend using any speed boosters unless your Magic
is maxed out (or at least really high 180+) and you still have ability
spots left over. Magic is more important here.
Speed IS very important if you are using this trick on battles against
bosses like Omega weapon. You won't have a second to waste. What I
suggest for such battles is this. Take Rinoa and two other (hopefully
speedy) characters. Have one of them cast Aura on Rinoa in the beginning
of the battle, and the other cast Meltdown on the enemy. Then quickly
switch to Rinoa and cast Angel Wing. Whoever's (besides Rinoa) turn
comes next, quickly cast haste on Rinoa. What you do next with the other
two characters is unimportant. Make sure one of them has the Recover
ability, and if you get a chance, use their limit breaks.
The last thing you might need is rather debatable, and that is LUCK.
I'm not 100 percent totally sure if luck affects the damage and/or
magic being used. In this case, it doesn't matter since you are only
using Meteor, and it deals great damage regardless of how high the
luck stat is. Even if your Rinoa have more than one type of magic in
her inventory, the easiest way to disallow low level magic being
casted is simply to TAKE THEM OUT. Luck is mostly good for random
limit breaks like Angelo Combine. We've taken the randomness out of
Angel Wing, therefore luck is not necessary. :)
VII. OMEGA WEAPON GUIDE
https://gamefaqs.gamespot.com/ps/197343-final-fantasy-viii/faqs/20880 6/17
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Omega Weapon is the most challenging boss in Final Fantasy VIII.
He is located in Ultimecia's Castle and is optional. To fight him,
have your second party pull the rope in the art gallery, and you'll
have about 50 seconds to switch to your main party and fight
Omega. He is right in front of the big organ in the Chapel.
Omega Weapon is indeed not a pushover boss. He has 1hit killers,
is fast, and has over ONE MILLION HP. Moreover, this boss is at
level 100 no matter what level you're on, so he'll be challenging
for low level gamers (me included)!
Actually, if you have invincibility items, such as hero, holy war,
or somehow get invincible moon to come out, Omega is a piece of
cake. But the challenge is to defeat him withOUT these things,
and that is why this miniguide is here. Assuming you will ultilize
Angel Wing (since this is an Angel Wing FAQ after all...), I would
recommend Squall, Rinoa, and Zell in your party.
Omega Weapon uses these moves in order:
1. Level 5 Death
2. Forbidden Magic (Meteor or Ultima)
3. Megido Flame (9998 damage/all)
4. Gravija (Reduced HP by 3/4)
5. Terra Break (KILLER)
6. Forbidden Magic
7. Light Pillar (9999 damage/one)
8. Repeat 2 through 7
In addition, he uses Ultima and physical attacks randomly through
out this sequence above, and sometimes he does not follow it
exactly.
Defend will be one of the most important command abilities in this
battle. You may not have used it before, but it really comes handy
here. It will block Omega's ultimate attack Terra Break, which
is a surefire killer if you do not use Defend or an invincibility
item/magic.
Most people consider invincibility items cheating, so Defend is
your best bet. Only two GF's can learn this ability, and those are
Cactuar and Brothers. You can have two characters with Defend, but
not Rinoa because you can't control her with Angel Wing on anyway.
For me, I only had one person with Defend because I accidentally
junctioned Jumbo Cactuar to Rinoa and taught him Mag + 60%. I still
managed to beat Omega, so it shouldn't be too hard.
Omega Weapon's Attack Sequence Description:
1. Omega always casts Level 5 Death first (Unless he uses a
physical attack beforehand), so if any of your characters are
at a level that's a multiple of 5, junction 100 x Death to
their status defense. He only uses this attack once, for all
I know, but you do not have time to bother with reviving
characters in the beginning of this battle. It should be a
"freebie" time to set them up.
*Character setup:
Whoever's turn comes first, cast Triple on the NEXT available
person. When the second person's turn comes, cast 3 x Aura.
The third person should cast Meltdown on Omega. It will double
if not triple all damage done. If the fourth turn is the person
with Triple, cast 3 x Haste, if not, use limit breaks.
2. His next attack is usually Meteor. After this attack, fully
heal anyone whose MAXIMUM HP is 9,999. Don't bother with
anyone else, because they'll die next round anyway. After
that just QUICKLY hit Omega with limits.
3. This time Omega will use Megido Flame. Those who has less than
9,999 HP will die. If you have one character left and he/she
has Triple, revive the other two with LIFE (or Fulllife if it's
not junctioned). If he/she does not have Triple, use Phoenix
Pinion or Mega Phoenix. The person with the Recover ability
should try to recover as many people as possible as soon as
revived. Place everyone else on limit breaks immediately.
4. Omega's next attack is usually Gravija, but I've seen him use
Ultima and physical attacks as well. If you've recovered enough
people (at least 2), you'll be fine. Gravija can't kill you
so don't worry. Don't bother reviving any dead people at this
point UNLESS they have the Defend ability. From here on, those
with the Defend ability should defend OVER and OVER again until
Omega's Terra Break. I don't care how many turns you lose here,
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as this is the worst careless mistake one could make, NOT to
defend on time. The other person(s) without Defend should execute
limit breaks and not bother with healing. They'll die next turn
anyway.
5. Terra Break. If you defended you should be fine. Those who don't
have Defend will die, so revive and recover as many as possible
since Omega will probably use Ultima next. If you're lucky he
will do some pathetic physical attacks here. Take the time to do
limit breaks!
6. You should survive Ultima if you've recovered enough people.
Omega will usually use Light Pillar seconds, if not immediately
after Ultima, and someone will die. It can't be helped so don't
bother. When you get another turn revive the dead and recover
if possible, so you can survive the next forbidden magic spell
(probably Meteor).
7. At this point, you should continue the strategy written out
above from step 2 on. If your stats are decent, you shouldn't
need more than 20 turns to defeat Omega.
TIPS AND ADVICE
The biggest mistake I've seen and heard people make is that they
get cocky when Omega seems like he's not doing anything, and use
limit breaks when they should be defending. DO NOT DO THIS. Defend
when you should! 10 turns if you must. That way you are guaranteed
to SURVIVE at least.
Use limit breaks. Forget everything else. Forget drawing, GF's,
etc. They are USELESS. Together, Zell, Rinoa, and Squall's limit
breaks (provided your stats are high enough) can do an average of
150k to 300k damage per turn. Of course most of the time not all
3 can execute their limit breaks at once, but you get the picture.
Speed is a pretty important factor. Not just speed of the ATB bar
movement, but how fast you can select commands. Know where each
command is located! A 1second delay could mean Omega has executed
Terra Break on 3 undefended characters. Ouch!
Someone should have the Recover ability. Searching for Curagas
in your magic inventory is a waste of time.
DO NOT GIVE UP. Sometimes Omega executes two attacks in a row,
leaving you with no time to heal/revive/defend, etc. That is
just bad luck. Try again and he might not to this.
My three attempts of beating Omega Weapon are listed below. These
are for fun only! My first two were failures, but on my last try
I finally succeeded. My goal was to defeat him at Level 7 (Squall)
without using invincibility items.
MY STATS
This is my ultimate "Lowlevel" game! Everyone's at their original
levels.
Note: Status/Elemental Attack and Defense are irrelevant.
Squall
Level: 7
HP: 5286/5286
EXP: 6993p
NEXT: 7p
Junction
===================================================
HP 100 x FullLife 5286
Str 100 x Ultima 255 Spd 100 x Triple 127
Vit 100 x Meltdown 86 Eva n/a 12%
Mag 100 x Holy 51 Hit n/a 255%
Spr 97 x Curaga 68 Luck n/a 16
===================================================
=======================
Command | Ability
|
*Attack | *Str + 40%
*Recover | *Spd + 40%
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*Item | *Str + 60%
*Magic |
=======================
GF's Junctioned
==========
*Ifrit
*Carbuncle
*Leviathan
*Pandemona
*Alexander
*Doomtrain
*Tonberry
==========
Rinoa
Level: 11
HP: 5453/5453
EXP: 10719p
NEXT: 281p
Junction
===================================================
HP 100 x FullLife 5453
Str 100 x Haste 47 Spd 100 x Float 38
Vit 100 x Curaga 70 Eva 100 x Meteor 15%
Mag 100 x Triple 187 Hit 100 x Double 144%
Spr 100 x Reflect 81 Luck 58 x Aura 40
===================================================
=======================
Command | Ability
|
*Attack | *Mag + 20%
*Magic | *Mag + 40%
*GF | *Mag + 60%
*Item |
=======================
GF's Junctioned
==========
*Quezacotl
*Siren
*Cerberus
*Cactuar
==========
Zell
Level: 8
HP: 9999/9999
EXP: 7918p
NEXT: 82p
Junction
===================================================
HP 100 x FullLife 9999
Str 100 x Ultima 248 Spd 100 x Triple 91
Vit 100 x Meltdown 85 Eva 100 x Tornado 21%
Mag 100 x Flare 50 Hit 100 x Double 139%
Spr 100 x Death 62 Luck 100 x Pain 55
===================================================
=======================
Command | Ability
|
*Attack | *HP + 40%
*Defend | *HP + 80%
*Magic | *Str + 40%
*Item | *Str + 60%
=======================
GF's Junctioned
==========
*Brothers
*Shiva
*Diablos
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*Bahamut
*Eden
==========
ATTEMPT 1
Turn 1: Zell's turn came first, so I cast Triple on Squall.
When Squall's turn came, I used him to cast Aura on everybody
(triple). Omega Weapon used Level 5 Death, which missed
of course. Then Rinoa's turn came and I put her on Angel
Wing immediately.
Turn 2: Zell's turn, used Duel and knocked off about 20k of
damage. Omega Weapon used Meteor which did some damage
but nothing to worry about. Squall used Renzokuken and
did 20k damage (no finishing move... oh well). Zell's
turn came around again, used Duel for 40k damage this
round. Rinoa uses Meteor and did 20k damage (oops forgot
Meltdown!)
Turn 3: Squall used Recover on Zell to prepare for Megido Flame.
Had Zell use Meltdown this time. Did 237 damage, LOL.
But that's not the purpose. Rinoa did Meteor again and
this time knocked off 50k HP. Omega Weapon used Megido
Flame which killed Rinoa and Squall, oh well, good
thing Zell had 9,999 HP.
Turn 4: Now my party has only Zell left with 1 HP. Omega Weapon's
next move is Gravija, ok nothing to worry about. Uhhh,
too bad he executed it immediately. His next move is Terra
Break! So I had Zell quickly revive Squall (using Life, so
Squall can use his limits). But ARG! Omega Weapon used one
physical attack and killed him. I had Zell defend for the
next few turns of course.
Turn 5: Ok, Terra Break time, oh how fun. Good thing I had Defend.
0 damage all the way through! Woo hoo! Ok, I revive Squall
again after Terra Break. Omega Weapon tried physical attack
again but of course, 0 damage. But then when Squall's revived
he used Ultima and killed both of them. Game over!
Attempt 1: Failed.
ATTEMPT 2
Turn 1: This time Squall's turn came first, so I cast Triple on Zell
(may be a better idea). Omega Weapon uses Level 5 death, miss.
Zell uses Aura on everyone, and I put Rinoa on Angel Wing.
Turn 2: Squall uses Meltdown on Omega for about 200 damage! Yay! Then
Rinoa's turn came and does 50k damage. Squall's Renzokuken is
next and does close to 40k damage (no finishing move...) Zell
uses Duel, no tell how much damage there... may be 100k! Omega
doesn't use anything this turn.
Turn 3: Rinoa's turn first. Meteor, 50k. Squall's Renzokuken does
about 40k again... (WHERE are those finishing moves?) Zell
does Duel, 100k damage or so! Lots of critical hits. At this
point we've damaged about 380k damage to Omega, but he has
over 1 million HP! Omega Weapon uses Meteor immediately after
that.
Turn 4: That cheater! He used Megido Flame a second after he used
Meteor. Game Over...
Attempt 2: Failed
ATTEMPT 3
Turn 1: Squall used Triple on Zell, who cast Aura on everyone.
Omega Weapon decided to use a physical attack and hurt
Zell by about 2k HP, not much. I put Rinoa on Angel
Wing.
Turn 2: Squall's turn came and used Renzokuken. Oops forgot to
cast Meltdown! Zell used Haste on everyone. Then Omega
used Level 5 death and missed. Squall's turn came again,
Renzokuken, did about 30k.
Turn 3: Zell uses Meltdown on Omega, finally. Arg! It didn't
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work. Rinoa uses Meteor, only 20k because of that.
Then Squall's turn came and he used Meltdown again.
This time, it worked. Zell does Duel for 50k, not bad.
Turn 4: Rinoa uses... ULTIMA? What the? Oh I forgot to unjunction
it, oh well. Only 9,999 damage this time. Omega uses
Meteor. Zell uses Duel, but I messed up and only did like
30k, grr! Squall uses Recover on Zell seeing what's
coming up next...
Turn 5: Rinoa starts up with Meteor, good, about 50k damage. But
then Omega uses Megido Flame and kills Squall and Rinoa.
Now I have Zell with one HP and accidentally did Duel...
at least it did over 100k damage!
Turn 6: Zell uses Rebirth Flame and revives other two (but also
cures Omega a bit), then his turn came AGAIN and used
Triple Curaga. I put Rinoa on Angel Wing again, and Squall
used Recover on Zell, and since Gravija comes next...
Turn 7: Omega uses Gravija, everyone's HP is down. Rinoa's turn
comes next and uses Meteor (good thing she's not using
Ultima) for 50k+ damage. Squall uses Recover on Zell again
and Zell defends himself.
Turn 8: Terra Break. Zell lives, thank god. Omega uses Ultima
right after that. Zell didn't die of course since he has
9,999 HP. He revives Rinoa and Squall. Then Omega uses
Light Pillar and kills Squall. Rinoa uses Full Life and
revives Squall.
Turn 9: Zell starts with Triple Aura on everyone. Omega Weapon
uses Meteor... Damn he's too fast. Rinoa dies. Zell
executes Duel again. Only did 50k though. Squall uses
Recover again. Omega uses Megido Flame and kills Squall.
Turn 10:Zell starts by using Mega Phoenix. (Wow I'm surprised
I lasted this long). Good thing Omega didn't get a turn
yet. Zell's turn again, used Triple Curaga. I put Rinoa
on Angel Wing, and Squall used Recover on Zell again.
Omega will probably use Ultima or Gravija next.
Turn 11:Weird. Omega starts by using Physical Attack on Zell.
I put Zell on Defend. Omega uses Physical again, this
time on Squall, who's now in Critical condition, so
I use Squall to cast Renzokuken, about 45k... Rinoa's
turn came next, she used Meteor and did 50+k again.
Good round.
Turn 12:Omega Weapon uses Physical Attack on Rinoa, but she
still lives, haha! Her turn comes next and executes
Meteor for 50+k damage again. Zell, defend again. Squall
uses Renzokuken for 45k again. (Do I ever get finishing
move?)
Turn 13:Wow, still in the fight. Omega didn't do anything yet
before Rinoa does Meteor for yet another 50+k. Great.
Squall uses Renzokuken (sound familiar again?) This time
he does a FINISHING MOVE! Yay! Fated Circle. Altogether
he did about 60k this time. Zell, defend again, in case
Omega uses uh... Terra.
Turn 14:Omega uses Physical attack on Zell and does 0 damage!
So far we've done Omega about 600k damage, about halfway
through! Omega then uses Gravija. I'm guessing Terra
Break's next, so Zell on defend again as usual. Squall
executed Renzokuken, 45k, then Rinoa uses Meteor for
another 50k+. (about 53k to be exact.)
Turn 15:Well, he finally does Terra Break this round. Zell is
the only one alive, oh well. Only one Phoenix Pinion
left, so use it I guess. Phoenix Rebirth heals Omega
a bit and revives the other two. Squall QUICKLY uses
Recover on himself, and Zell, Aura on himself. Rinoa
is on Angel Wing again by the next round.
Turn 16:I tried to Recover Rinoa but she was killed by Omega's
physical attack, so Zell got cured, oh well. Zell uses
Duel, don't know how much that did, but about 100k.
(Had 9 seconds this time!)
Turn 17:Omega uses Ultima and kills Squall, so Zell had to
do Triple Life. It's either Meteor or Megido Flame
next. Squall uses Recover on Zell. Oh good, full HP
for Zell again. Zell uses Duel and knocks off about
150k this time! Lots of criticals there. Rinoa goes
on Angel Wing again.
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Turn 18:What turn 18??? Guess what? Omega Weapon's DEAD!
Attempt 3: Success! Killed Omega at Level 7 without invincibility
items!
BONUS...
This is just something I found cute. The organ in Ultimecia's
is, of course, used for the sole purpose of opening the prisoner
bars, but you can also play stuff on it. For example, Eyes on
Me...
Press these buttons (in order) on the organ:
X SQUARE CIRCLE L1 CIRCLE
SQUARE CIRCLE X
R1 X SQUARE
X SQUARE CIRCLE L1 L2
L2 R2 R1 L1 R1 L1
L1 R2 R2 L2 R1 R1 L1 L1
CIRCLE L1 R1 R1 L1 TRIANGLE TRIANGLE SQUARE CIRCLE
CIRCLE CIRCLE SQUARE CIRCLE TRIANGLE CIRCLE SQUARE SQUARE X
R1 X X SQUARE CIRCLE L1 SQUARE
If you know the tune of Eyes on Me, at least a little bit, you
should know when to press what to make it sound right. Too bad
the organ has so much of a carryover sound, or else it would be
much better!
VIII. WHERE TO DRAW FORBIDDEN/NONELEMENTAL MAGIC
Forbidden Magic: Ultima, Meteor
NonElemetal Magic: Flare, Demi, Holy
Part A: From Enemies
Drawing spells from enemies is probably your best bet to stock up on
rare magic. Before you go into battle, make sure your MAG stats are
high. The higher they are, the more spells you'll be able to draw from
your enemy.
If your MAG stats are high enough, you can possibly draw 9 spells
(maximum) per turn, thus requiring only 12 turns to draw 100 spells
per character. This is ESPECIALLY important if the enemy you are
fighting is a boss (Such as Ultima Weapon) and will not appear again.
Requirement Note: The numbers presented are the levels the enemy
must be at, NOT you. Since the enemy's level usually
differs from yours, use Scan ability to check. If
you are at low levels, use Tonberry's LEV UP ability.
====================================================
ENEMY NAME MAGIC DRAWN REQUIREMENT
====================================================
Abadon Flare L30+
Bahamut Flare N/A
Behemoth Flare L40+
Catoblepas Meteor N/A
Diablos Demi, Holy N/A, L30+
Edea (2nd round) Demi N/A
Jumbo Cactuar Demi N/A
Krysta Holy N/A
Lefty Demi LV30+
Malboro Demi LV20+
Mobile Type 8 Flare N/A
Omega Weapon Flare, Holy, Meteor N/A
Ultima
Red Giant Demi N/A
Ruby Dragon Demi; Flare; Meteor L35+, L45+
L45+
Sorceress (c) Flare; Holy N/A
Tiamat Flare N/A
Torama Demi N/A
TriFace Flare L30+
UFO Demi N/A
Ultima Weapon Ultima N/A
====================================================
Part B: Regular Draw Points
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Regular draw points are found in towns, caves, etc. They are
sometimes visible, and sometimes not. There are very few draw points
for desirable magic in this section, and they are not to be relied
on. I suggest drawing magic from enemies (Part A) and world map
draw points (Part C) for the majority portion of your magic stock.
Notes: If a draw point is hidden, you will need to equip Siren's
MoveFind ability in order to draw from it. If it is unseen,
then that means it is hidden behind something, like a
cupboard, machine, etc. Be prepared to search.
===================================================
MAGIC DRAW POINT LOCATION NOTES
===================================================
Demi Balamb Garden: Cafeteria Hidden
Ultima FH: Mayor's House Upstairs Unseen
Holy White SeeD Ship: Cabin N/A
Meteor Great Salt Lake: High Ledge Hidden
Flare Esthar: Dr. Odine's Lobby N/A
Meteor Lunar Base: Ellone's Room Unseen
Meteor Lunatic Pandora: Staircase N/A
Holy Lunatic Pandora: Crystal Halls N/A
Ultima Lunatic Pandora: Crystal Halls *
Flare Ultimecia's Castle: Outside Hidden
Meteor Ultimecia's Castle: Terrace Hidden
Ultima Ultimecia's Castle: Armory Hidden
Holy Ultimecia's Castle: Vault N/A
Ultima Shumi Village 5000 G
Ultima Deep Sea Deposit N/A
===================================================
* The Ultima draw point in Lunatic Pandora requires you to
pick up the first "Old key" item as Laguna during the
excavation scene in order to become accessible as Squall.
It is also hidden.
Part C: World Map Draw Points
World map draw points are all hidden, even with the MoveFind
ability. While this makes finding them difficult, it's absolutely
worth it. There are many places on the world map to draw rare
magic.
There are two particularly important places the Island Closest
to Heaven and the Island Closest to Hell. I've drawn the maps for
these two places as accurate as I could. I'm not an expert at
drawing with slashes and underscores, so please, use them as a
reference only, not as exact maps. I've noted ALL draw points
on these islands because the spells on these islands are
extremely valuable for the most part, even though they may not
be what we are looking for.
The spells on these islands recover very fast. So come back and
check on them frequently. Usually a side quest is long enough for
most of them to be drawn from again.
I suggest equipping Diablos' "EncNone" ability before you tackle
these islands. Otherwise you will get into a random battle about
every four seconds, which can become frustrating and slows your
process of stocking magic tremendously.
For world map draw points in other areas, I will describe its
relative location to the best of my ability, but be prepared to
search around a bit.
C1: Island Closest to Heaven
C2: Island Closest to Hell
Ce: Other Locations
MAP C1: ISLAND CLOSEST TO HEAVEN
Location: Northeasternmost island on the world map. Near a
Chocobo Forest on the Esthar continent.
______
/ /
/ 8 9/
/^^^^\ /~~~~ /
\ 1 \_/ 5 a\
\2 4 6 \
\_3 b 7 e\
\_c |
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\_ d f\
\g |
\h i r \
\ |
\j q \
\k l m |
\__ o \
\ n/~~\ |
~~ \ p\
~~~~
Draw Points KEY C1
========================================
1. Tornado b. Quake l. Flare
2. Triple c. Meteor m. Aura
3. FullLife d. Holy n. Triple
4. Quake e. Aura o. FullLife
5. Meteor f. Holy p. Ultima
6. Flare g. Tornado q. Meteor
7. Flare h. Triple r. Ultima
8. Holy i. FullLife
9. Aura j. Tornado
a. Ultima k. Quake
========================================
MAP C2: ISLAND CLOSEST TO HELL
Location: Southwesternmost island on the western continent
where Galbadia, Deling City, Dollet, Winhill, and
Timber are located. Near Galbadia Missile Base.
/\
_/ \
/ |
/h i/
/ /
/f g | /\ __
/e \___/ \/ n\__
/ j m o/
/ d |
/ c k l p/
/b /~~~\ /~\q /
/ a/ \ | ~~~~
/8 9| |r\
/ / | /
/5 /\7/ /s /
| 6/ ~ |t u\
/ / | |
| | /v w|
/3 4/ ~~~~~
| /
/ 2 |
| /
\1/
~
Draw Points KEY C2
======================================================
1. Meteor b. Aura l. Meteor v. Triple
2. Holy c. Triple m. Triple w. FullLife
3. Aura d. Ultima n. Ultima
4. Ultima e. Ultima o. Flare
5. Triple f. Flare p. Aura
6. FullLife g. Aura q. Triple
7. Holy h. Holy r. FullLife
8. Meteor i. Meteor s. Aura
9. Meteor j. FullLife t. Holy
a. Triple k. Ultima u. Flare
======================================================
C2: Other Locations
Make sure you have some TIME on your hands before attempting to find
these vague locations. I suggest skipping this section altogether
unless you are in DIRE NEED for spells and you've drawn from all the
enemies and other draw points you could find.
======================================================
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MAGIC RELATIVE LOCATION
======================================================
Holy Very close to Edea's House
Demi Southern beach at Northeastern Centra.
Flare Near Esthar Airstation, where the ocean
pushes into land the most.
Ultima Very close to Tears' Point.
Holy Southeastern beath on the peninsula
where Sorceress Memorial is located.
Meteor Northwestern beach on the peninsula
where Sorceress Memorial is located.
Ultima Northeastern portion of Esthar
continent, near the middle where there
is a small peninsula.
Meteor Northeastern portion of Esthar
continent, tip of top peninsula.
Flare A bit to the left of Trabia Garden.
Flare On the small peninsula to the left of
Trabia Garden.
Ultima A bit to the right of Winhill.
======================================================
IX. FREQUENTLY ASKED QUESTIONS
Below are some common questions about Angel Wing, and answers. If
I'm not absolutely sure about an answer, I will post it.
Q: Can you cast Double/Triple on Rinoa when she's in Angel Wing?
A: NO, unfortunately not. I WISH she could use 3 Meteors in a role,
but she can't. Even though she DOES use magic, technically Angel
Wing is a LIMIT BREAK, which is equal to a physical attack, not
magic. Double/Triple only works on magic. Though the idea is nice.
She would totally dominate the world then!
Q: Does spell selection have a certain pattern?
A: No. Each spell has a particular percentage chance of being casted,
depending on probably many factors and changes every time. It
does not come in a certain pattern. Many times I see Rinoa casting
the same spell over and over again. I have some common behaviors
listed in Section III. Please see it for more information.
Q: My Rinoa is using [Insert spell name] over and over again! How do
I fix this?
A: Remove her entire stock of that spell you don't want her to cast
from her inventory, and she won't use it ever again.
Q: Can Rinoa exceed the maximum damage (9,999 HP) barrier with Angel
Wing?
A: Technically, no. If she could, I'm betting Ultima would do more
than 30,000 damage. But there's a much better way. Use the Meteor
trick described in Section V and she'll do more on average 60,000
damage per turn. It's certainly worth a try.
Q: Do I have to get Rinoa's ultimate weapon or other items in order
to use the Meteor trick?
A: NO! And that's what's so great about this. You don't have to worry
about weapons, items, mugging, whatever. You get this limit break
automatically in disc 3, and all you need are some Meteors and GF
abilities. If you're playing a lowlevel game, this is perfect for
you. For any other highdamaging attack, you'd have to go through
a ton of trouble, like turning enemies into cards and modding them
into required materials, etc. etc. This one is the easiest trick
I know!
Q: What if I still have a question?
A: You can email me. HOWEVER, only questions about Angel Wing! I don't
know enough to be of help about any other limit break, Angelo Combine
included. I will try to answer any additional questions about Angel
Wing that you may have. Though if it's not in this guide, I probably
don't know either. But feel free to ask, since I'm always researching.
On one condition you have to give me permission to post your
question on this FAQ if too many people asks it. That's not too much
to ask, is it? My email is <iiisherry@aol.com>. NO IM's PLEASE! My
computer can't take much of it.
X. CLOSING
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Ok, it's time to close this guide up. Playing FF8 was fun, and making
this guide was great. I certainly hope this will help you on your journey
in Final Fantasy 8, as Angel Wing is truly an interesting and useful
limit break. If any of my information is incorrect, let me know and I'll
check it up. The information in Section III was based on MY test results
only and may not work the same for you. Please don't ask about those.
They serve only as a hypothetical figure as the probable range.
This guide was written for personal use only and may not be commercially
distributed by any means. I do give permission to post the guide
anywhere as long as it's not sold for money, and please don't claim it
as yours. I also ask that you post this guide IN ITS ENTIRETY, including
CREDITS. This is because this guide was not my effort alone. I had the
help of some very nice people, and that's what made making this guide a
possibility. So please give them credit! Thanks!
XI. CREDITS AND COPYRIGHT INFO
Due to spammers, email addresses of these people shall not be given
out. Privacy is important! If you need to talk to them and they are
on Gamefaqs, seek out their profile. If they are not on Gamefaqs,
sorry, I can't help you.
> Final Fantasy VIII is made by SquareSoft Inc. I thank them for
making this great game, or else no FAQ or fun shall exist!
> Sony Playstation 1 and 2 are made by Sony... duh. They're great
consoles, keep it up!
> GF Ability info, stats, maps, draw points, etc. comes from the
Final Fantasy VIII official strategy guide by David Cassady.
It was a lot of help, thanks!
> Fellow FF8 Gamefaqs board member Hooloovoo22 suggested the Meteor
trick to begin with, and that's why I ended up writing this FAQ.
Thanks so much!
> The Admiral and TripleMeteor (both Gamefaqs members) posted a
LOT of helpful information. Many thanks to them!
> Thanks to IkariWarriorKH for helping me A LOT and testing for
patterns, errors, etc. Thanks very much!
> Other board members who helped are silent striker 29, mathfreq,
and OmniFreak85. Thanks for your time!
> Rocky, Katie, and those other FF8 fans for testing recommendations
in my FAQ and checking to see that they are mostly accurate!
> Thanks to Meghan for proofreading this entire document!
> Thanks to Gamefaqs user Trepie, who corrected a bunch of grammer
mistakes for me!
XII. REVISION HISTORY
From 1.1 to 1.2
Added section on Omega Weapon
Updated some stat boosting strategy
Corrected some incorrect information
Discarded impossible strategies
From 1.0 to 1.1
Added section on where to draw forbidden magic
Updated newly gained information in numerous sections
Corrected some incorrect information
Corrected some grammer errors
Disgarded certain controversial information
Added to credits
The End! Thanks for sticking with me! Good luck in FF8.
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