-------------------- | Final Fantasy VIII | -------------------- ----------------------------- | Faq/Walkthrough Version 3.4 | ----------------------------- ------------------ | By Jarek Grochal | ------------------ -------------------- | KrOnOs1234@aol.com | -------------------- I'll start the walkthrough first, and skip all the crap like character and villain introductions because who really cares about the characters in the walkthrough?? If you want characters check a character guide or something like that. I'm also writing this in a different format from my other faqs, in kind of a like step by step format, I will mention Boss tips, and what magics should be junctioned. As always as in all my faqs, ill try to keep this faq 99.9% spoiler free. This FAQ was solely intended for the public use on the www. It cannot be reproduced, retransmitted, or re-written in any other form except by the notice of the author. Any violation of this code will result in strict penalty---and high fines susceptible by law. If this legal document is portrayed in any commercial use, you are therefor stricten under the code of law----and will be---punished. In full contrast, this document portrayed in the website found (www.gamefaqs.com) is to be used and only used by the public itself and cannot be sold. Revisions of this FAQ are only to be done with notice of the author before hand and may be done so as long as the name of the author of the document appears in due credit. You may juxatpose this---document with other---documents as well without notice of the author but it must not be used for sales and broadcasting or commercial use. This FAQ may not be---included in a promotional CD, magazine, or any other use of monetary product. This FAQ may not be used in a password protected area nor---in a high security area. This FAQ is solely used and ONLY used for public---use only and may not be used in a promotional ad that sponsors any type of monetary use. This FAQ is to be used "just like a book" meaning that it can be read over and over again by anybody who wishes to do so. Just like a book it can be moved around from one person to another, but unlike a book the document can be viewed by more than one person at---once. This FAQ is in no way possible to be plagerized, doing so not only damages the person you had intentionally forged, but it also damages yourself in terms of self guilt or in terms of law, whether the punishment be civil or criminal law. To put it at best, DON'T DO ANYTHING WITH THIS OR ANYTHING INVOLVING THIS FAQ WITHOUT MY PERMISSION! This document is (C) Jarek Grochal;1999-2000 *********************************************************************** *********************************************************************** ***************************VERSION UPDATE****************************** *********************************************************************** Version 1.0 10/16/99 -Walkthrough for Balamb Garden -Walkthrough for Fire Cavern -Walkthrough for Dollet Field Test -Ifrit Boss Strategy -Elvoret Boss Strategy Version 1.1 10/16/99 -Dollet Mission Walkthrough finished -Balamb and Balamb Garden Walkthrough -X-ATM092 Strategy -Seed Ranking Chart Version 1.2 10/16/99 -Walkthrough for Training Center -Card Side Quest for Balamb Region -Grandalo+Raldo Strategy -In-Depth Diablo Strategy Version 1.3 10/18/99 -Walkthrough for the Timber Mission -Fake President + Gerogero Battle Strategy -Most of the Test Answers added -Money by SeeD level added Version 1.4 10/29/99 -Walkthrough for Timber -Finished SeeD anwsers Version 1.5 12/30/99 -Walkthrough up to the Tomb of the Unknown King -Added all Squalls weapons Version 1.6 12/31/99 -Added some creatures to the creature guide thanks to Morduk(Morduk@hotmail.com) Version 1.7 12/31/99 -Added more creatures to the creature guide thanks to Sdallas15@aol.com Version 1.8 01/01/00 -Finished the Tomb of the Unknown King -Added how to get the GF Brothers -Started Guardian Force section -added Quezacotl to Guardian Force section Version 1.9 01/02/00 -added Shiva to Guardian Force section -added Deling City mission to walkthrough Version 2.0 01/03/00 -added Ifrit to Guardian Force section Version 2.1 01/04/00 -Started Card section -added three level one cards to Card section -finished the disc one walkthrough Version 2.2 01/05/00 -added all level one cards to card section Version 2.3 01/06/00 -added all level two cards -added all level three cards -added Siren to Guardian Force section -added hint to Disc 2 walkthrough -added more Q&A to Faq section Version 2.4 01/08/00 -added D-District Prison walkthrough -added all level 4 cards -added Brothers to Guardian Force section Version 2.5 01/14/00 -added powering up your characters effectively section thanks to Ayabrea Version 2.6 01/19/00 -added Missile base walkthrough -added level 5 monster cards Version 2.7 01/21/00 -Started secrets section -added Shumi Village walkthrough to SECRETS PART -Started the junction magic section -added Life magic to junction section -added walkthrough for getting balamb mobile -more mug, and draw lists to bosses Version 2.8 01/25/00 -added mobile balamb garden walkthrough Version 2.9 01/26/00 -added Fire magic to junction list -started Items list -added recovery items to items list -added status items to items list -changed around the format a bit to make it look better Version 3.0 01/27/00 -added Winhill Side quest to Side Quests section -added Centra Ruins to side quests section -added how to get Odin+Tonberry King to side quests section -added MedLvUp to refinement list -added ForbidMed-RF to refinement list -added walkthrough for Fisherman's Horizon -added Ice magic to junction lists Version 3.1 01/28/00 -added GF ability items to items list -added Balamb to walkthrough -added Trabia Garden to walkthrough Version 3.2 01/30/00 -Finish disc 2 walkthrough -started disc 3 walkthrough -added Galbadia garden walkthrough -added the Roaming Forest to secrets list -added White seed Ship walkthrough Version 3.3 05/13/00 -More of the walkthrough -Tool-RF list -Rinoa's weapons -Diablo to GF list Version 3.4 05/27/00 -added the card game guide which includes all the card game side-quests thanks to Henry H.Jerng Version 3.5 06/06/00 -walkthrough up to Lunatic Pandora *********************************************************************** *********************************************************************** ************************FREQUENTLY ASKED QUESTIONS********************* *********************************************************************** If you have any Questions,Comments, or Additions then Email KrOnOs1234@aol.com Q1-What is FF8? A1-FF8 is a continuation of one of the greatest rpg series ever. The final fantasy series made by Squaresoft. The series does not follow a set pattern, and each Final fantasy game has a different set of characters, and a different story than the one preceding it. The series started with the first 3 final fantasy games on the Nes, and the next 3 games on the Snes. FF3(6j),and FF2(4j) are the ones that have been released in the US for the Snes, and recently FF5, and FF6 were realeased on the Playstation as part of the Final Fantasy Anthology set. Q2-Can I still get any Gf's I missed in Discs 1-3 in Disc 4? A2-Upon defeating the first boss you can unlock the draw command. After that you can draw some GF's from the bosses there. Siren=Tri Point Leviathan=Trauma Pandemona=Red Giant Carbuncle=Krysta Cerebrus=Gargantua Alexander=Catoblepas Eden=Tiamat Q3-Can I still get Lionheart, or buy items in Disc 4? A3-Tonberry King has an ability called Junk Shop which allows you to get weapons in Disc 4. It also has an ability which lets you buy items in Disc 4. *********************************************************************** *********************************************************************** *************************WALKTHROUGH FOR DISC ONE********************** *********************************************************************** --------------- | Balamb Garden | --------------- ----------------------------- | Draw Points | - - - - - - - - - - - - - - - | Cure(Front Gate) | | Esuna(Library) | | Blizzard(Training Center) | ----------------------------- ------------------------- | Items | - - - - - - - - - - - - - | Occult Fan 1(Library) | ------------------------- -Name your main character | DEFAULT:Squall | -Follow Quistis to the Classroom -Go to your desk and turn on the computer -Get Shiva and Quezacotl from the Tutorial Menu on the Study Panel -Speak with Quistis after class -Talk to the guy next to the elevator to get 7 level 1 cards -You can challenge people to play cards by pressing the Square button while next to them, right now its best to put off playing cards at least until you get the Ifrit,Diablo, and Zell cards -Explore Balamb Garden -Go meet Quistis at the Front Gate -Equip 1 GF on each character -Set up your Commands Squall-Attack,Magic,Draw,GF Quistis-Attack,Magic,Draw,Item -Gain some AP from the Fastitcolon-Fs on the beaches(3 AP each) -Draw some magic from the also, Blizzard especially -Beat up some Caterchipillars to win a Spider Web, which teaches Quisis Ultra Waves -Start learning the Quezacotl T Mag-RF skill -Head east of Balamb to reach the Fire Cavern ------------- | Fire Cavern | ------------- ------------- |Draw Points | - - - - - - - | Fire | ------------- --------------------- | Items | - - - - - - - - - - - | Ifrit Card(Ifrit) | --------------------- -Pick one of the time limits, 20 minutes should do fine -Head through the cave -Draw more magics in fights -Most enemies are weak against Blizzard magic -Draw Fire from the Draw Point there -Boss Fight! IFRIT -------------------------------- | Boss-Ifrit | | HP-1068 | | AP-20 | | Treasure-G-Returner,Ifrit Card | | Weak Vs Ice/Absorbs Fire | - - - - - - - - - - - - - - - - - - - - - - - - - - - | Attacks-Ifrit Rush(100+ Damage),Fire(50-70 Damage) | | This is not really a tough fight, as long as you | | have some Blizzard magic, even if you do not it is | | still very easy, use your normal attacks, and limit | | breaks when your HP is low, use the Skip Turn | | button until it comes up. Heal with Cure magic, or | | some potions, and if someone dies use a Phoenix | | down. When you win you recieve the Ifrit Card, 20AP | | and you gain Ifrit as your brand spanking new GF | ----------------------------------------------------- -Run back to Balamb Garden ----------- | SeeD Exam | ----------- -Go to Squall's dorm room and change your uniform -Go to the 1st floor lobby, and meet your team -Get the card and drive to Balamb -Board the boat on the deck -Speak with everyone on the boat FMV! -------- | Dollet | -------- ----------------------------- | Draw Points | - - - - - - - - - - - - - - - | Blind(Communication Tower) | ----------------------------- ----------------------- | Save Points | - - - - - - - - - - - - | Beach | | Communication Tower | ----------------------- -Equip all with GF -Junction some magic to raise stats -Set up commands Seifer-Attack,Magic,Draw,Item Squall-Attack,Magic,Draw,GF Zell-Attack,Magic,Draw,Item -Follow Seifer to the Central Square -Kill Galabadian Soldiers on the way(Draw lots of Cure Magic) -Scout the Central Square -Follow all the Galabadian soldiers up to the Tower -Fight the Anacondaur on the stairs(Use Ice Magic) FMV! -Meet Selphie -Walk Around(Better) or Jump down -Enter the tower -Save and Draw blind magic from the Draw point -Boss! Biggs and Wedge and Elvoret ------------------------------------------------------ | Boss-Biggs | | Wedge | | Elvoret | | HP-Biggs 467-705 | | Wedge | | Elvoret 1563-3523 | | AP-Biggs+Wedge 4 | | Elvoret 10 | | Treasure-Elixir,Cottage,G-Returner,Weapons Monthly | | Wedge-Immune to Poison | | Elvoret-Immune to Poison,High Spirit | - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Biggs+Wedge | | Attacks-Normal Attacks(20-70 Damage) | | Elvoret | | Attacks-Bite(30-100 Damage),Breath(70-150(All) | | First use your normal attacks and GF spells on Biggs | | until Wedge appears, finish them off and they will | | be blown away from the battlefield by Evorlet, the | | real boss. Draw Double magic and cast in on Selphie | | so she can cure 2 people at the same time. Try to | | let Squall die, and the use a Phoenix Down on him so | | his HP is still low, and hope he does not die, so you | | can use his limit break for 250-500 damage to this | | bastard. If anyones HP drops below 130 heal him with | | Selphie unless you want a limit break. MAKE SURE TO | | DRAW THE GF SIREN FROM ELVORET DONT FORGET THIS IS | | THE ONLY TIME YOU CAN GET IT UNTIL THE END OF THE | | GAME DRAW SIREN DRAW SIREN DRAW SIREN you get it now? | ------------------------------------------------------- -You have 30:00 minutes to get to the beach -Use the elevator down and save -Biggs will turn on the machine -You will have to fight this machine at least 2 times ----------------------------------- | Boss-X-ATM092 | | HP 5072-5770 | | AP 50 | | Weak Vs Thunder/Immune to Poison | - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Attacks-RayBomb(60-100),Normal Attack(50+) | | Use Thunder magic and normal attacks until this dude | | falls over, then use the R2+L2 buttons to run away. | | It is possible to defeat this guy for 50AP, and the | | pride of defeating this guy. To do this you must have | | a high affection with Quatezocl, have learned the Sum | | Mag +10%, and Summon Magic +20%, but even so it is | | still not worth all the trouble to win 50AP. | ------------------------------------------------------- -In the downward mountain path, walk so the boss does not mess you up -On the bridge, when it jumps before you, then run back away from the Boss and it should jump over you again, so you can now pass without fighting it -Make sure to save the dog in the Central Square by pressing X next to it -Run back to the beach, and DONT enter the Cafe -On the beach you will see a cool Fmv and swim away FMV! -------------- | Balamb Again | -------------- ----------------------- | Draw Points | - - - - - - - - - - - - | Thunder(Town Square) | | Cure(Dock) | ----------------------- ------------ | Items | - - - - - - - - | Zell's Card | --------------- -Speak with Quistis on the deck -You can win the Zell card from Zell's mom but its better to wait until you have some more powerful cards -Head back to Balamb Garden --------------- | Balamb Garden | --------------- -Go to the hall and speak with everyone -Go talk with Seifer near the library -Go to the 2nd Floor to get Squalls Grades -Speak with Cid -Go back to the 2nd floor to get your Seed Rank This is how your Seed Rank is established --------- | Conduct | ------------------------------------------------- | This is determined by the mission in Dollet. | | Points are determined by how much time | | remains on the clock when you reach the beach. | - - - - - - - - - - - - - - - - - - - - - - - - - | Remaining Time Points | ----------------------------- | 25:00+ 100 | | 24:59-24:00 90 | | 23:59-23:00 80 | | 22:59-20:00 70 | | 19:59-19:00 60 | | 18:59-17:00 50 | | 16:59-15:00 40 | | 14:59-10:00 30 | | 9:59-6:00 20 | | 5:59-3:00 10 | | 2:59-0:00 0 | ----------------------------- ----------- | Judgement | ----------------------------------------- | Based on how much time is left when you | | defeat Ifrit, in the Fire Cavern. | - - - - - - - - - - - - - - - - - - - - - | Remaining Time Points | ---------------------------- | 0:00-0:07 100 | | 0:08-0:29 90 | | 0:30-0:59 80 | | 1:00-1:59 70 | | 2:00-2:59 60 | | 3:00-9:59 50 | | 10:00-10:59 40 | | 11:00-11:59 30 | | 12:00-12:59 20 | | 13:00-13:59 10 | | 14:00-14:59 5 | | 15:00+ 0 | ---------------------------- ------- | Kills | --------------------------------------------------- | How many kills you got during the Dollet Mission. | - - - - - - - - - - - - - - - - - - - - - - - - - - | Enemies Defeated Points | ----------------------------- | 75+ 100 | | 25-74 80 | | 15-24 60 | | 10-14 20 | | 0-9 0 | ----------------------------- ----------- | Swiftness | ------------------------------------------------------------- | How many times you fought against X-ATM092 during in Dollet | ------------------------------------------------------------- | Times Fought Points | ---------------------- | 1 100 | | 2 70 | | 3-4 50 | | 5-9 30 | | 10+ 0 | ---------------------- -To raise your seed ranking you need to do good deeds for Seed, and you will be rewarded with a Seed level raise, or you can take tests to raise your level. Tests can be taken at the tutorial menu under the heading of TESTS. You can only take as many tests as Squall's level. That is if Squall is level 11, then you may take the tests up to level 11. The higher your Seed level is, the more money you will recieve every half an hour or so -------------- | Test Anwsers | -------------- Level 1 Y N Y Y Y N N Y N N Level 2 Y N Y Y Y N Y Y N N Level 3 N N Y N Y Y Y N Y N Level 4 N Y Y Y N N Y Y N N Level 5 N N N Y Y N N Y Y Y Level 6 Y N Y Y N N Y Y N Y Level 7 Y Y Y Y Y Y N Y Y N Level 8 N Y N N Y Y N N Y N Level 9 N Y N N N N N N Y Y Level 10 Y N N N N N N N Y N Level 11 Y Y N Y Y N Y N N Y Level 12 N Y N N Y N Y N Y N Level 13 Y N N N Y N N N N N Level 14 Y Y Y Y N Y Y N Y N Level 15 Y Y N N N N N Y N Y Level 16 Y N N Y N Y N N Y N Level 17 Y N N N Y N N Y N N Level 18 Y N N N Y N N N N N Level 19 Y N N Y N N N N N Y Level 20 Y Y N Y N Y Y Y N N Level 21 Y Y Y Y N N Y Y Y N Level 22 N N N Y N N N Y Y N Level 23 Y N N N N Y Y Y Y Y Level 24 Y Y N N Y Y N N N Y Level 25 Y N Y Y Y N N Y N N Level 26 Y Y N Y N Y N Y N N Level 27 N Y N N N N Y N Y N Level 28 Y N N Y Y Y N Y N N Level 29 N N N Y Y N N N Y N Level 30 N Y N N N N Y N N N You can also raise your SeeD Level by doing things that are good for SeeD ----------------- | Salary By Level | ----------------- -------------------- | SeeD Rank | Salary | -------------------- | 1 | 500 | | 2 | 1000 | | 3 | 1500 | | 4 | 2000 | | 5 | 3000 | | 6 | 4000 | | 7 | 5000 | | 8 | 6000 | | 9 | 7000 | | 10 | 8000 | | 11 | 9000 | | 12 | 10000 | | 13 | 11000 | | 14 | 12000 | | 15 | 12500 | | 16 | 13000 | | 17 | 13500 | | 18 | 14000 | | 19 | 14500 | | 20 | 15000 | | 21 | 15500 | | 22 | 16000 | | 23 | 16500 | | 24 | 17000 | | 25 | 17500 | | 26 | 18000 | | 27 | 18500 | | 28 | 19000 | | 29 | 19500 | | 30 | 20000 | | A | 30000 | -------------------- -Go to Squalls Dorm room and change clothes then speak with Selphie to go to the ball FMV! -After speaking with Quistis, go back to your dorm room and change again -Head for the Training Center, and speak with Quistis -In the Training Center there is a Blizzard draw point -Head for the Secret Area in the back of the Save Point -After the talk, head out and run to the north -Hear the screen, and run to the help of a woman -Boss! Granaldo+3 Raldos ------------------------- | Boss-Granaldo | | 3 Raldos | | HP-Granaldo 1314-9700 | | Raldo 111-6700 | | AP-Granaldo 5 | | Raldo 5 | | Treasure-8 Magic Stones | - - - - - - - - - - - - - - - - - - - - - - - - - - - | Attacks-Raldo Throw(30-70 Damage) | | You can draw Protect from the Granaldo and cast | | it on your characters to reduce the damage, since | | your Magic Power is low, it is best to put off | | stocking up on these magics, because the most that | | you will draw is 4 Tops. Use your strongest Magic | | spells, some Limit breaks, and GF to put this | | guy in his place. | ----------------------------------------------------- -The woman is taken away by some White Seeds -Head back to Squall's dorm room and speak with Zell, who tells you that you have a new room -Sleep -Pick up the Weapons Monthly Apr on Squall's new desk -Go to the Front Gate -Get your first mission briefing -Recieve the Magical Lamp from Cid -Head out into the World Map -Use Quezacotl's Card command on the Catelchpillars, and sometimes you will recieve a kick-a$$ trauma Card, and on the Bite Bug to sometimes recieve a Elnoyle card, this will help alot if you want to play cards now -Save your game, and use the Magical Lamp to fight Diablo -Its best to fight Diablo now, many people have had trouble with this boss fight, so I'll make the Strategy In-Depth ------------ Requirements ------------ -Use F Mag-RF an Ifrit skill to get 80 Firaga Magics from the 8 Magic Stones you won from the last boss fight -Junction Ifrit to Squall -Junction Quetozacotl to Quistis -Junction Shiva to Selphie -Junction these Commands Squall-Attack,Magic,Draw,GF Quistis-Attack,Magic,Draw,Item Selphie-Attack,Magic,Draw,GF -Junction those 80 Firaga to Squalls Strenght -Junction your 2nd best magic to Selphie's Magic -Junction whatever to Quistis ------ |Party | ------ Squall Quistis Selphie At least level 10 should do NOW Save and USE THE MAGICAL LAMP ------------------------ | Boss-Diablo | | HP 1600-80,000 | | AP 20 | | Treasure-Diablo's Card | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | At Level 10 | | HP-12,000 | | Attacks-Diablo Rush 200 Damage | | Graivja Takes away 3/4 of everyone's HP | | You can draw Demi Magic from Diablo | | 1st Turn-Draw-Cast Demi Magic with everyone | | If he uses Gravija then Good | | Skip Selphies turn, until Squall, and Quistis can use | | their limits, then switch to Selphie and get her limit | | use Do Over until you get Full Cure, then cast it | | Following this strategy, you should be able to deal | | some good damage with Demi on Diablo if you can manage | | to draw some. Then with Squalls high Strength you should | | deal about 2,000+ each turn, and healing fully with | | Selphie's Full Cure, this fight should be over quickly. | ----------------------------------------------------------- -After winning, you will Recieve the Diablo Card Card Side Quest for Balamb Region OPTIONAL -IF you want to get all the cards then read on, if not then skip to the next part -If you don't know how to play cards, then check out some Card faq on Gamefaqs.com -Save, then head for Balamb and challenge Zell's mother to a card game, hopefully, she will play the Zell Card, and with the Diablo, Ifrit, Trauma, and Elonyle cards you should easily win it, if his mother doesn't play the card, just keep challenging her until she does. -Head back to Balamb Garden, and challenge the Jogger in the first floor hall, he will sometimes play the Mini Mog card, that you should try for, even though this card is kinda lame -Challenge one of the Trepe Groupies in the Classroom, or in the back of the Cafeteria, they have some good cards so beware, any one of them will sometimes play the Quistis card which is an improvement over some of your other cards -I believe that now you may challenge Cid in his office to win one of the best cards in the game, the Seifer card Card Quest for Balamb Region over -Head for the train section in Balamb -Board the Train -Enter the Seed cabin -Pick up the Pet Pals Vol.1 in your cabin -Suddenly your team falls over to sleep -Controlling Laguna, check your Junctions to make sure everything is set -Make your way through the Forest, the enemies here are only Funguars, and Geezards -Save some of the Magic Stones you win from the battles -There are 2 draw points here, The cure drawpoint in the middle of the path in the forest, and then the Water draw point near the Car at the end of the path -Go right to the Galbadia Hotel and watch the show -When Julia leaves, go speak with the clerk, and choose to visit Julia's room -Keep speaking with Julia -After some touching moments Laguna gets called away by Kiros -------- | Timber | -------- ------------- | Draw Points | - - - - - - - - - - - - - - | Blizzaga(Timber Maniacs) | | Cure(Outside Pub) | | Scan(Alley | --------------------------- ------- | Items | - - - - - - - - - - - - - - - - - | Pet Pals Vol.3+4(Pet shop) | | Girl Next Door(Timber Maniacs) | | Timber Maniacs(Timber Maniacs) | --------------------------------- -Upon arriving in Timber, you will be approached by a person who tells you the code "Oh, the forest of Timber sure has changed" you should reply "But the Owls are still around" but it doesn't really matter what you pick -You will be told to wake up the leader in the back of the train, do so and you will meet, and name Rinoa, the girl that you danced with in the Balamb Garden ball -Go to the strategy room and learn about your mission -Go back to the room in the back and pick up the Pet Pals Vol.2 that is now there -Challenge Watts to a game of cards to win the Angelo card -Speak with Watts to begin your mission ---------------------- | Rinoa's Limit Breaks | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | You should now have 2 new Pet Pals magazines. You need to | | go to the Item screen and read the magazines by pressing | | X on them. After reading go to Rinoa's status screen, and | | flip through the screens until you get to Angelo's screen. | | Tricks with a full red bar represent learned tricks and | | can be used in battle, while tricks with an empty bar can | | not be used in battle. To learn the trick, you need to | | highlight the unlearned trick and exit the main menu. As | | Rinoa walks around the bar will slowly fill up. When you | | hear a sound while walking around, this means that the new | | trick has been learned and you should highlight a new one. | ------------------------------------------------------------- -The plan consists of seven steps Step 1:Catch up to the 2nd escort car Step 2:Proceed across the roof of the 2nd car Step 3:Proceed across the roof of the president's car Step 4:Uncouple the 1st car Step 5:Have the dummy car hook up with the escort car Step 6:Uncouple the 2nd car Step 7:Escape with the president's car In-Depth Plan Walkthrough Step 1:Just follow Rinoa to the next car Step 2:The 2nd car is supposed to have some tight security but you will soon find out that their security system is busted so just run across the roof of that car Step 3:Just run across again Step 4:Selphie and Zell will look out for the soldiers, when they yell make sure to pull yourselves up or you'll have to start over. Rinoa will yell the codes to you and you have to insert them in quickly in 5 seconds or so Step 5:The guys back at the base will handle this, and you'll get to see another FMV Step 6:Zell and Selphie can't look out for you this time, so after about every two codes are inserted by Squall, use R1 or R2 to check if they are coming. If they are then just pull yourself up and then come down and finish inserting the codes Step 7:If you inserted all the codes correctly, then you will see another FMV -If you do the entire process without failing, you will gain a Seed Level -After all of this you will wind up in the President's car -Save your game on the Save Point -Junction some magic and GF to your characters and head through the door -Turns out the president is a fake, and you have to fight that bastard ----------------------------------------------------------------- | Boss-Fake President | | Gerogero | | HP-Fake President 52-778 | | Gerogero 350-3650 | | AP-Fake President 0 | | Gerogero 20 | | Gerogero-Very weak Vs Holy/Weak Vs Fire+Earth/Immune to Poison | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Just use your normal attacks to destroy the Fake President | | easily, none of his attacks do any significant damage. After | | he is dead, he transforms into Gerogero. You can either fight | | it out, or just use an Elixir, X-Potion, or Phoenix Down on him. | | The Phoenix Down will often miss, whereas the Elixir, or | | X-Potion will result in an instant and definite kill. | ------------------------------------------------------------------- -You have a briefing in the strategy room -If you didn't win the Angelo card from Watts yet, this is the time to do so -Speak with Watts to go back to Timber -Go to the Pet Shop next to the tracks, and purchase the Pet Pals Volumes 3+4 -Go to through the hard to see passage next to the train tracks -Go to the Timber Maniacs building and pick up the girl next door magazine on the floor there -Speak with the woman in the house next to it and go upstairs and look through the window -Go back down and head to the right -There is an item shop there if you need some stuff -Head forward and fight the Galabadia Soldiers, they will drop a card for your win -Go into the bar and speak with the owner -Move the bum out of the way by either buying him a Reagan drink or tell him about the card you won and he'll also give you some additional cards -Go through the alley in the back until you reach the TV station -After all the scenes, you must meet with Rinoa and follow her back to the house you were before in, the woman with the window on top that you looked into -Head to the station and speak with Zone to recieve some tickets -Board the train -Get off at the East Academy Station -Go northwest where you will see a small forest in between two mountains ---------------------- | Another Dream Scene? | ---------------------- ------------- | Draw Points | - - - - - - - - - - - - | Sleep(Entrance) | | Confuse(Upper Level) | | Cure(Second Level) | ----------------------- ------- | Items | - - - - - | None | --------- -When you enter the woods, your main party will fall asleep and go to Laguna's world -make sure to check your Gf, and Junctions -As laguna and his men you will have to fight some esthar soldiers on your way through the maze -you can find some items along the way that will yield some rewards later in the game when you revisit this place -there are two old keys located on the second level of the maze, they cannot be seen but if you search the right area you will find them -one is located near the beginning of the lower level close to the confuse draw point near the left hand side down the ladder -the second is located at the first crossroad close to a pile of garbage -Laguna will always lose the keys so don't bother looking for them again -In an area with three gray panel, you can set a trap for the esthar soldiers but then you won't be able to cross the area again -In the area's end you will find a detonation device, push the red switch first and then the blue switch to have the rock fall into a hole into the ground -make sure to fight some Gespers around the area and they will drop some black holes which teach Quistis the one hit kill Degenerator move -when you reach the mountain top you will have to fight 3 waves of esthar soldiers and the final one at his point of death will unleash a Soul crush spell which brings all your characters down to one HP point ----------------- | Galbadia Garden | ----------------- ------------- | Draw Points | - - - - - - - - - - - - - - | Haste(Unseen:Center Hall) | | Double(Unseen:Auditorium) | | Shell(Track) | | Life(Lockers) | --------------------------- ------- | Items | - - - - - - - - - - - - - - - - - - | All level 6 boss cards(Classroom | ----------------------------------- -In the forest where you had the dream, you will meet some powerful foes that drop some good items and give of huge amounts of EXP and AP like the Ochu, but save and watch out since they are very powerful -Find Galbadia Garden close to the forest -Go to the reception room located on the 2nd floor -You will be lead to a room in which you must speak with everyone until Squall gets up and leaves the room -As Squall return to the center hall and meet with Raijin and Fuijin -Go back to the front gate and meet Quistis -Go and meet the rest of the party near the front gate -Speak with Headmaster Martine and the gun weilding Irvine will join your party for your mission CARDS! -In the east branch of the Garden's center pat is a classroom with three card players, the female of the pack has the entire set of level 6 boss cards which you can win from her with enough patience ---------------------- | Irvine's Limit Break | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Irvine uses bullets to put a world of hurt on the enemy during his | | limit break. Bullets can be bought at stores around the world or | | gotten with the Ammo-RF ability which Ifrit learns are level 10. | | During the limit break you must press R1 to shoot the bullets | | until the time runs out. Fast ammo is great for speed, and | | Demoliton+Pulse ammo is great for power. | --------------------------------------------------------------------- ------------- | Deling City | ------------- ------------- | Draw Points | - - - - - - - - - - - - | Thundara(City Square) | ----------------------- ------- | Items | - - - - - - - - - - - - - - - - - | Timber Maniacs(Hotel/Under Bed) | --------------------------------- -As you get off the train in the city, you must ride the escalators to the city -Ride a bus from there to get to Caraway's mansion -Speak with the guard to get your mission to retrieve a sword number from the tomb of the unknown kings -the number is random so you must go there -I highly suggest that you buy a map of the tomb if you want to get the GF that lies within -Its also a good idea to go to the Weapon shop and upgrade your weapons -You can get Saw blades from Belhelmels, and you can steal steel pipes with the mug ability from the Wendigo's outside Deling city -Head northeast to the Tomb of the Unknown King at the end of the long peninsula there -------------------------- | Tomb of the Unknown King | -------------------------- ------------- | Draw Points | - - - - - - - - - - - - - - | Protect(Entrance) | | Float(Dam Room) | | Cura(Hidden:Control Room) | --------------------------- -As you enter you see some girls running away from the tomb and screaming -The sword sheeth is right near the beginning so get the number and remember it -you can either go back to Deling city and continue on with the story or take the Side quest which will earn you the Brothers GF |-Floodgate | ------ | | | --------------- | | | | | ------------------------- / | | | | | \ Drawbridge ----------------- Sacred Controls | | | --------- |-Entrance(Sword Sheeth) -Looking at the map, head over to where Sacred is located ------------------- | Boss Fight-Sacred | | Hp-855-36375 | | Ap-20 | | Treasure-None | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Draw Protect and cast it on all of your characters. If you want | | to cut off Sacred's healing power, then cast float on it. Sacred's | | attacks don't deal that much damage, so don't worry. Draw as much | | life, and Protect magic from it before finishing the fight. The | | higher your Magic power is, then the more magic you will be able | | to draw. Protect magic junctions great to Vitality, and Life | | junctions well to either life, or Spirit. | --------------------------------------------------------------------- -After the battle Sacred will run away -Your goal now is two-fold -Be aware that it is very confusing making your way around the maze so try not to get lost. The enemies here give good rewards, and aren't too hard, so spend some time here to draw some magic from the Buel's, Armadodo's, and Blobra's around the Tomb. Check the creature list for more info on these enemies -The blobra changes its magic weakness with each fight, so have each character cast a different element of magic on the Blobra, and you will kill it in one hit -Head to the floodgate, and open it, then head over to the drawbridge and lower it. A new path will now open near the middle. Go back to the entrance, and head straight north to reach a room. It's best to save before going in, because a pretty tough fight awaits. Also make sure to have some Float,life,and healing magic -When your reach the center, you will find the big brother, and he'll call his smaller, but stronger brother. --------------------------------------------- | Boss Fight-Sacred,Minotaur | | Hp-855-36375,578-27218 | | Ap-20,20 | | Treasure-Sacred+Minotaur cards,Brothers GF | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Step 1: Cast Float on all three of your characters to prevent the | | Brothers from using their most powerful attacks | | Step 2: Cast Float on the two bosses to stop their healing effect | | from healing back your attacks | | Step 3: Recast Float on whoever needs it | | Step 4: Summon GF's, or use Regular attacks concentrating on one | | Brother at a time | | Step 5: Cast Double on someone so someone can heal your characters | | Hp when it gets low | | Step 6: When your Hp gets low, press circle over, and over to get | | the characters limit break to really bring pain onto the brothers | | especially Squall's limit break as it can do 2000+ damage. | | Step 7: When they are dead, you will recieve the Brothers Gf, and | | the Sacred card. Walk up to the tomb and get the Minotaur card | | from there. | --------------------------------------------------------------------- -Its time to return to Deling city -The Thrustaevis enemies around the tomb will sometimes drop Windmills which can be refined into 20 tornado spells each with the T Mag-RF from the Quezacotl GF -These Tornado spells raise your HP by 2800 every 100 you junction to your Hp. Its best to get about 15 windmills, and junction 100 tornadoes to each character to raise their HP really high ------------- | Deling City | ------------- ------------- | Draw Points | - - - - - - - - - - - - | Thundara(City Square) | ----------------------- ------- | Items | - - - - - - - - - - - - - - - - - | Timber Maniacs(Hotel/Under Bed) | --------------------------------- -Go see the guard and tell him the code that you found in the Tomb of the Unknown king on the sword sheeth -Enter the mansion and speak with General Caraway about your mission to assasinate the sorceress -Follow Caraway around the city to get the jist of your mission, until Caraway leaves your team -Follow Caraway back to the mansion, and split into two teams -Move the sniper team to their designated area near the gates where everyone is standing -Move the gateway team back to Caraway Mansion to get Rinoa -You will gain control of Rinoa -There is a Weapons Monthly May Issue in the manhole near the car and the stacked boxes which you should pick up now -Climb the boxes and head into the Presidential Residence and meet Edea -Your gateway team is now stuck in the Caraway mansion -To escape, you must take a galss from the shelves near the door, and place it in the statues hands to the left of the table to open a secret passage into the sewers -All this switching is taking place, so make sure to switch your junctions every time that you switch -Get your team through the sewers -Use the water wheels to get around the sewers -Draw some magic from the enemies here, but run from the Grand Mantis enemies since they are just a waste of time to fight -When you get done with the sewers and emerge near your point of contact, just throw the switch there after climbing the ladder -Take Squall, and Irvine into the presidential mansion -Make sure to change junctions -Find rinoa near the top being attacked by some enemies DRAW CARBUNCLE FROM EITHER ONE OF THE IGUIONS --------------------- | Boss Fight-Iguions | | Hp-127-1747 | | Ap-10 | | Treasure-None | | Weak Vs Earth+Holy | | Immune To Fire | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Make sure to have one of your characters draws Carbuncle from | | either of the two Iguions. Don't forget to draw, or you won't have | | another chance until the end of the game in the final dungeon. They | | are very easy to defeat since they have a very low Hp. Use Brothers | | to kill the two Iguions in one hit as long as its powered up enough | | since the Iguions are weak against Earth magic. Their attack Magma | | Breath does lots of damage, and can petrify your characters, and | | once both characters are stoned then its game over, so make sure to | | use some soft items to reverse that effect. You can also draw some | | Break magic from the Iguions if you want. | --------------------------------------------------------------------- -watch as the story unfolds ------------------- | Squall Vs Seifer | | Hp-176-1150 | | Exp-0 | | Ap-0 | | Weak Vs Poison | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | This fight is extremely easy with Seifer doing barely and damage to | | Squall, so just use your strongest attacks to blow this fool away. | --------------------------------------------------------------------- -the attack on Edea will commence ----------------- | Edea | | Hp-1300-1700 | | Exp-0 | | Ap-20 | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Edea uses alot of magic since she is a sorceress so its best to | | summon the new GF that you just obtained Carbuncle to reflect | | some of that magic back onto her. This battle can be lost, and | | you also will continue with the story, so don't worry about this | | battle too much, just try your hardest, and try to win the 20 Ap | | that Edea drops. Don't forget to draw some magic from Edea. | ------------------------------------------------------------------- FMV! END OF DISC 1 ************************************************************************ ********************************************************************** *************************WALKTHROUGH FOR DISC TWO********************** *********************************************************************** BUY TENTS SO YOU CAN CHANGE ONE OF THEM INTO 20 CURAGAS WHICH RAISE HP ALOT. 100 CURAGAS WILL RAISE YOUR HP BY 2200 WHICH CAN BE VERY HELPUL. --------- | Winhill | --------- ------------- | Draw Points | - - - - - - - - - - - - - | Curaga(Bedroom-Hidden) | | Dispel(Boat Dock) | | Drain(Road) | | Reflect(Road-Hidden) | ------------------------- -Another Laguna scene -After laguna wakes up, head over to the pub, and meet Kiros -Get your assignment from Raine -Run south all the way defeating monsters until you reach the item shop -Run back to the pub, and speak with Raine -Go back to Laguna's room, and take a nap ------------------- | D-District Prison | ------------------- ------- | Items | - - - - - - - - - - - - - - - | Str Up(2nd Floor Cell) | | Pet Nametag(2nd Floor Cell) | | Tent(4th Floor Cell) | | Pet House(3rd Floor Cell) | ----------------------------- -After a little bit of story you will gain the control of Zell. Make sure to junction some magic onto Zell concentrating on Strength, and HP -Run up to the 8th floor, and fight the two soldiers to retrieve the party's weapons -Return to the cell, and meet two old friends -------------------------------------------- | Boss-Biggs&Wedge | | HP-1467-2235 1416-2139 | | Ap-0 | | Treasure-None | | Wedge-Immune to Poison | | Mug-Regen Ring(Biggs),Strength Love(Wedge) | -------------------------------------------- | Draw | -------------------------------------------- | Biggs | ----------------------------------- | Level 1-19:Cure,Haste,Slow,Regen | | Level 20-22:Cura,Haste,Slow,Regen | ----------------------------------- | Wedge | ---------------------------------------- | Level 1-19:Fire,Shell,Protect,Reflect | | Level 20-22:Fira,Shell,Protect,Reflect | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Another very easy battle that you should finish in no time, but its | | a pretty good idea to stock up on the powerful magic like Haste, | | reflect, and regen that these two carry. Also using the Mug ability | | you can pilfer some good items from these two so don't miss this | | chance. | --------------------------------------------------------------------- -After the battle, you must follow the Moombas to the 13th floor, and rescue Squall -On the way there, there a couple of men who will play cards with you for a price. Upon defeating them you will recieve some items -Use the elevator on that floor by pushing the red button on the control panel -Zell will go down but find nothing, and in the meantime get attacked by some guards -Head downstairs, and try to rescue Zell, while meeting up with Rinoa, and Irvine -Split your group into two parties when prompted, and take Squall's party back up to the top of the prison. Don't forget to switch junctions when switching between parties -Take Irvine's party to the 3rd floor, and don't miss all the items in the prison -Both parties will speak with each other, and you must take Squall's party out of the prison at the top -Upon reaching the bridge there will be another fight ------------------------------ | Boss-Elite Soldier,GIM52A(2) | | HP-148-4940 1431-19400 | | Ap-8 | | Treasure-None | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Make sure to take out the elite soldier first, since he can cast | | Aura magic on the GIM52A which causes them to inflict 3X damage. | | If any support spells are cast by an enemy, draw, and cast some | | Dispel magic from the GIM52A's. | ------------------------------------------------------------------- -After the battle, Squall will be caught on the sinking bridge. Press right, and hold it immediately. If Squall doesn't make it to the other side then its game over. -After more story, you will take 2 cars, and split into two teams. One headed for Balamb Garden, and the other heading to the Missile Base. -You will appear in a railroad station, just head to the train, and steal that bastard -On the world map, you will appear in the vehicle. Drive it to the missile base south of Deling City. You must drive the car straight into the Missile Base to be allowed inside ----------------------- | Galbadia Missile Base | ----------------------- ------- | Items | - - - - - - - - - - - - | Weapons Mon Jun(Boss) | ----------------------- ------------- | Draw Points | - - - - - - - - - - - - - - - - - | Full-Life(Missile Launcher Bay) | | Blind(Observation Deck) | | Blizzara(Circuit Room) | --------------------------------- -Use the ID card that the characters found in the car on the door to the left -Go to the maintenance deck and speak with the soldiers on the observation deck -Make sure to act cool so you don't get noticed and have to fight through enemies here -Go back to the missile launch room and speak with the soldier there -Return to the observation deck and speak with the soldiers again -Go to the terminal room and cause a blackout by doing anything to the keyboards -Return to the missile launch room and speak with the guy again, and help with pushing the rocket to the side -Go to the control panel and set the Error Ratio there -First select Target and go to Set Error Ratio and hold right on the button pad until your reach maximum. Select data upload and then select Yes to upload the data -Go to the control room and meet the Command Leader -You have to fight the leader but its an easy fight as long as you use some GF attacks -Examine the three panels and disable the launch of the missiles -Set the self-destruct sequence to however long you want, 20 minutes is usuallly good enough. By setting it on 10 minutes and escaping with defeating the boss your Seed Level Rank will raise -You can also raise your seed level by not getting caught inside the base -If you do somehow get caught you have to follow a totally different way to exit the base IF CAUGHT INSIDE THE BASE EXIT BY -First you have to set the self-destruct setting because you won't be able to set the Error missile ration -Make sure to equip Enc-None a skill from Diablo so you don't have to fight any battles, if you don't have the skill then you should run from every battle so you don't waste time -Run over to the launch control room and speak with the soldier on the floor to recieve and ID card and a password, he will only appear if you reach the base's entrance before coming back, so run to the entrance and return and seek the soldier -Quickly get your ass to the control panel and insert the ID, and type in the password(EDEA), and then access the Control Panel. Select Set Error ratio and set it to maximum by pressing the directional pad all the way to the right. Choose data upload and then exit the panel. -Quickly run to the entrance with hopefully some time left because you have to fight a boss ------------------------------ | Boss Fight-BGH251F2 | | Hp-4200-8400 | | Ap-20 | | Treasure-Weapons monthly Jun | | Immune to Poison | | Weak Vs Lightning | | Mug-None | ------------------------------ | Draw | -------------------------------- | Level 1-19:Shell,Protect,Stop | | Level 20-28:Shell,Protect,Stop | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Cast protect on all your allies since this Bosscan hit with attacks | | dealing upwards of 500 damage. Make this battle quick by casting | | Quezacotl which will do about 400-800 damage while boosted, and | | cast some lightning spells. Don't use poison on him since its | | useless. Make sure to have one character healing at all times with | | Curaga when your HP gets below 700HP. As long as you have Curaga | | junctioned to HP(Get Tents and change them to Curaga's), and some | | magic junctioned to either strength, or magic then you should be | | fine. | --------------------------------------------------------------------- -After the battle something bad will happen, but all is not lost, the scene switches to Balamb Garden with your second group --------------------- | Balamb Under attack | --------------------- ------------- | Draw points | - - - - - - - - - - - - - - | Cure(Front Gate) | | Demi(Cafeteria-Hidden) | | Blizzard(Training Center) | | Esuna(Library) | | Full-Life(MD Level) | --------------------------- ------- | Items | - - - - - - - - - - - - - - - - - - - - - - - | Mega-Potion(Collapsed man near Gate Booth) | | X-Potion(Seed-Quad) | | Gyshal Greens(Seed-Cafeteria) | | Tent(Seed-Parking Lot) | | Remedy(Seed-Training Center) | | Mega Phoenix(Seed-Library-With Zell) | | Remedy(Seed-Library(W/O Zell) | --------------------------------------------- -Equip Enc-None so you don't have to fight any random battles if you don't want to -You must now runa around each of the areas of balamb garden defeating enemies. Some of these enemies can be quite tough -There are enemies in the library,Training center,Parking lot, Dormitory,Cafeteria,Quad, and the Infirmary -Sometimes you'll fight very weak enemies, but sometimes like the T-Rex the enemies can be quite tough. If you're trying to get as low a level as possible(See HOW TO POWER UP CHARACTERS MOST EFFECTIVELY SECTION) then its best to card these enemies since they will most certainly to level your characters up. Make sure to cast Blind on the T-Rex so he can't cause such huge damage to your characters -Make sure to speak with all the Seed agents after defeating the enemies here for some good items -After defeating all the enemies its time to head to the 2nd floor and follow XU after she appears running into the elevator. Speak with her on the 2nd floor and go see Cid -Cid will instruct you to go down into the underground of Balamb and seek out a secret -After the elevator stops find the floor and open the access panel -Open the large hatch at the end of the hall, and go there -Upon reaching the large valve wheel, you must turn it to open the door in the previous room. Press O quickly to try to open it yourself, but you almost always fail and need some help. Exit the room and go down the ladder in the next room -Squall will go by himself up onto the ladder. Turn on the computer there and make your way back down -Locate the green light on the railing and go down the ladder there -Save at the save point and throw the lever to open the doors on the other side of the bridge. Head across the bridge to fight some enemies ------------------------- | Boss Fight-Oilboyles(2) | | Hp-4500(Estimate) | | Ap-20 | | Weak Vs Fire | | Absorbs Ice | | Treasure-Wizard Stone | | Mug-Fuel,Orihalcon | ------------------------- | Draw | ------------------------------------------ | Level 1-19:Esuna,Blind,Cure,Confuse | | Level 20-29:Esuna,Blind,Cura,Confuse | | Level 30-100:Esuna,Curaga,Confuse,Dispel | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Cast ifrit a couple of times, and its pretty much game over. Ifrit | | can deal about 4000 or so damage to both Oilboyles. Steal some fuel | | for your cars if you want to, and draw some of his status magic if | | need be. Look out or they can kil you quick if your HP is low since | | there attacks can easily deal about 700-900 damage. | --------------------------------------------------------------------- -Head to the room behind them and press to buttons to see something amazing FMV! --------------- | Mobile Garden | --------------- -Go back to the 2nd floor deck and see the new view, and then return to headmasters Cid's office -Squall will awaken in the Dormitory, so have him head over to the directory to meet the rest of your party -Go down to the basement and meet NORG GF ALERT -------------------------------------------------- | Boss Fight-NORG | | HP-4400-12000 | | Ap-20 | | Weak Vs Wind | | Immune to Poison | | Treasure-Wizard Stone | | Mug-Circlet(NORG),MagUP(LeftPod),SprUP(RightPod) | -------------------------------------------------- | Draw | -------------------------------------------------- | Norg | ------------------------------------------- | Level 1-19:Shell,Protect,Esuna,Leviathan | | Level 20-27:Shell,Protect,Esuna,Leviathan | ------------------------------------------- | NORG POD | ------------------ | Level 1-19:Cure | | Level 20-27:Cura | ------------------ | LEFT POD | ------------------------------- | Level 1-19:Thunder,Life | | Level 20-27:Thundara,Life,Bio | ------------------------------- | RIGHT POD | --------------------------------- | Level 1-19:Dispel,Confuse,Slow | | Level 20-27:Dispel,Confuse,Slow | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | DRAW LEVIATHAN DRAW LEVIATHAN | | The boss is not really hard as long as you know what to do. The | | pod's shift colors to represent when they are ready to cast magic. | | Blue=Least Ready | | Yellow=Warming Up | | Red=Will cast magic | | When it gets to yellow attack the pod to send it back to blue and | | try to devote both characters to attacking each of the pods while | | Squall concentrates on destroying the Pod that Norg has to access | | Norg himself. When Norg is exposed Draw LEVIATHAN FROM HIM and | | then finish him off with some GF or magics. Summon Carbuncle to | | make sure that IF the pods get off a magic spell then it will not | | damage you. EQUIP MUG and mug the 2 pods for stat increasing items, | | and norg himself for the Circlet item. | --------------------------------------------------------------------- DONT FORGET TO DRAW LEVIATHAN -Theres a hidden draw point of BIO in the wreckage of Norg -After the battle head for the Infirmary and speak with Cid and ask him all the questions -Then head to speak with Xu near the directory -A ship will approach and after you head to the 2nd floor deck you will meet the White seeds who will ask for Ellone -Head to the Library and find Ellone, and speak with her. -The ship will continue to float aimlessly until it smashes into Fisherman's Horizon --------------------- | Fisherman's Horizon | --------------------- ------- | Items | - - - - - - - - - - - - - - - - - - - - - - - - - | Quezacolt Card(Mayor Dobe) | | Seifer Card(Cid) | | All Level 7 Boss Cards(Martine) | | Timber Maniacs(Floor of grease monkey's house) | | Timber Maniacs(FH Hotel/Magazines in Room) | | Occult Fan III(Master Fisherman/Below Garden) | ------------------------------------------------- ------------- | Draw Points | - - - - - - - - - - - - - - - - - - | Full-Life(Crane Arm-Hidden) | | Regen(Train Tracks) | | Shell(FH Junk Shop) | | Haste(Train Station) | | Ultima(Mayor Dobe's House-Hidden) | ----------------------------------- -After getting orders, you should challenge Cid to win his Seifer card from him -Head over to the Mayor's house and follow the story -After the galabadians attack, you will have to run over following the tracks to the end of the town -Stop at the store and buy 30 tents to get 300 Curaga if you haven't done so yet -When you reach the train tracks, you will meet another boss -------------------------------- | Boss Fight-BGH251F2 | | HP-5100-7800 | | Ap-20 | | Weak Vs Thunder | | Weak Vs Water | | Weak Vs Earth | | Immune To Poison | | Treasure-Running Fire,Missile | | Mug-ADAMANTINE | -------------------------------- | Draw | -------------------------------- | Level 1-19:Shell,Protect,Stop | | Level 20-28:Shell,Protect,Stop | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | MUG ADAMANTINE since it will become important for getting Weapons | | upgrades and it can be tough to get. He has no good magic to draw | | so just finish him with the magic that he is weak to, and with | | regular attacks. He can deal some pretty high damage but since | | you have high HP with Curaga junctioned to HP it will be no | | problem at all. | ------------------------------------------------------------------- -After the battle your old characters will be back so get back to balamb -In balamb visit and speak with Selphie at the Quad and then speak with Cid on the bridge -Go back to the mayor's house and speak with him, while the others plan a party for Squall -You must assign instruments to all the characters. Play some of the instruments to get the feel of them and then pick your song. -When Squall gets to the party with Rinoa, check the magazine on the ground to find that its a porno mag, and then follow all the story -Have squall head to the bridge and speak with XU, and pilot the Balamb Garden to the city of Balamb. -------- | Balamb | -------- ------- | Items | - - - - - - - - - - - - - - - - - - - - | Zell's Card(Zell's Mom) | | Combat King 002(Defeat Fujin+Raijin) | --------------------------------------- ------------- | Draw Points | - - - - - - - - - - - - | Cure(Dock) | | Thunder(Town Square) | ----------------------- -Enter the town and talk to everyone and then the guard to have him move out of the way and let you pass through -Go talk to Zell's mother and she'll tell you about the guards occupying the town -Head to the hotel to see the commander and find out that he's not there and that he went to the dock -Head to the dock and tak to the Soldier next to the dock -Head back to Zell's house and speak with Ma Zell to find out where the cap'n is -Head to the Train station and speak with the soldiers there -Run back to the dock and speak with the dog, who will take you back to the train station. Follow him back and see the captain. Follow him back to the hotel and speak with him to fight him -------------------- | Boss Fight-Raijin | | HP-400-11600 | | AP-10 | | Weak Vs Poison | | Absorbs Thunder | | Treasure-Str Up | | Mug-Str Up | -------------------------------------------- | Draw | -------------------------------------------- | Level 1-19:Thunder,Thundara,Shell,Protect | | Level 20-29:Thunder,Thundara,Shell,Protect | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Take out the two soldiers, and the focus on Raijin. Draw protect | | from him and cast it on all your characters to lessen the damage | | that Raijin causes since he can cause upwards of 800 damage to | | one character per each attack. With Protect it will be lessened | | to about 150-350. Have Curaga junctioned to HP for any easy | | victory since your HP will be about 3000+ then. MUG STR UP from | | him because it can raise your Str stat nicely. | ------------------------------------------------------------------- -After the battle Raijin will run into the hotel, make sure to have Curaga junctioned and enter the hotel -Inside you will meet Raijin, and Fujin --------------------------------------- | Boss Fight-Rajin and Fujin | | HP-5400-22600 and 300-8700 | | Ap-22 | | Fujin-Weak Vs Poison,Absorbs Wind | | Raijin-Weak Vs Poison,Absorbs Thunder | | Treasure-Megalixir,Str Up | | Mug-Megalixir(Fujin)StrUp(Raijin) | --------------------------------------- | Draw | -------------- | Raijin | -------------------------------------------- | Level 1-19:Thunder,Thundara,Shell,Protect | | Level 20-29:Thunder,Thundara,Shell,Protect | -------------------------------------------- | Fujin | -------------------------------------- | Level 1-19:Aero,Cura,Life,Pandemona | | Level 20-29:Aero,Cura,Life,Pandemona | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | This can be a tough battle. Never use Thunder magic on Raijin, and | | don't use wind magic on Fujin. Mug another batch of StrUp items | | from Raijin since he has refilled his pockets with them. DRAW | | PANDEMONA. DRAW PANDEMONA. Draw Protect from protect from Raijin | | and cast it on all three characters. Don't summon Carbuncle since | | its useless since Fujins magic cannot be reflected. Raijin can | | do 800+, and Fujin can do 500+ without Protect, but with Protect | | Raijin's damage will be lessed to 300, and Fujins to 150 or so. | | Cast Curaga or when your Hp gets low, and if it gets into the | | yellow then press O and hope that you'll get a limit break which | | can deal a huge amount of HP and even kill Fujin right off if | | you strength is high enough. DRAW PANDEMONA DRAW PANDEMONA. | --------------------------------------------------------------------- -After the battle head back to Balamb Garden and now you can control the Balamb Garden -You can now do some Side quests like Shumi Village, Winhill, and Centra Ruins to get some extra kick-ass items that will help you in your quest. SEE SIDE QUESTS SECTION FOR WALKTHROUGHS FOR THESE SECTIONS AND THEIR LOWDOWN -After all this you can now head to Trabia Garden, the garden that Selphie is from. Trabia garden is on the large continent north of Balamb garden. You must pilot the garden to a beach on the northern side of the large continent and then take the garden by land through the moutains to Trabia garden, which is located behind some mountains and can be hard to see --------------- | Trabia Garden | --------------- ------- | Items | - - - - - - - - - - - - - - - - - - - - - - | Selphie Card(Friend near gargoyle statue) | | Weapons Mon Aug(Front of statue) | | Timber Maniacs(Cementery) | ------------------------------------------- ------------- | Draw Points | - - - - - - - - - - - - - - - | Thundaga(Front of statue) | | Zombie(Cementery-Hidden) | | Aura(Festival Stage-Hidden) | ----------------------------- -Go and enter by climbing the walls, and speak with Selphie and her friend near the gargoyle statue -Find the Weapons Mon Aug which is located five steps south of the gargoyle statue in the back at the front gate -Head to basketball court and you characters will have a weird flashback -During the flashback you must walk around talking to everyone and then head to the beach when its available -After the flashback everyone makes a descision so head back to the Balamb Garden -Fight some time outside of Trabia to fight a monster called Gayla which looks like a thundery manta ray. Fight it and it will usually drop some Mystery fluid. This teaches Acid to Quistis, and also allows you to get the Meltdown magic by using St Mag-RF 1 will change into 10 meltdowns. So get 100 for each character and junction it to each characters Vitality. The spell also rocks because it lowers opponents defense and allows you to do a lot more damage. Great for bosses --------------------------- | Attack on Galbadia Garden | --------------------------- -Head to Edea's House which is located to the far south of the Centra Continent, in the area called the Cape of Good Hope. You can't get in anyways. -Turn around and just opposite of Edea's House you'll see the Galbadia Garden. Save your game, and ride straight into Galbadia Garden -Form a party and head for the Quad, then after speaking with everyone you must head back to the bridge. -Zell's party should head into the Quad to try to save Rinoa, and then head and speak with Squall at the Front gate -Make sure to change junctions. Its good to junction Death to status attack, and Thunder to elemental attack to have an easy time with the battles here. -Head to the 2nd Floor Classroom and fight off the enemy soldiers there. They can use some status affecting spells so watch out. -After all this return to see Dr.Kadowaki and speak with her. -Head to the 2nd floor observation deck, and battle the Galbadian Paratrooper -Press Look around for another option, and then press the button for the emergency exit -You have 4 controls in the battle. Punch(X),Block(Square),Kick(T). Punch is powerful but slow, while kick is faster but less powerful. First block and then kick or punch back. After blocking a couple of enemy attacks, you can do a Deathblow attack by pressing O which is very slow but does huge damage. If you lose you can restart with better stats and you won't get game over so don't worry. ----------------- | Galbadia Garden | ----------------- ------------- | Draw Points | - - - - - - - - - - - - - - - - | Aura(On ground outside) | | Protect(Hockey Rnk) | | Life(Locker Room) | | Shell(Basketball Courts) | | Haste(Center Hall,Downstairs) | ------------------------------- -Your objective is to get the three Card keys -Card Key 1 is located on the 2nd floor. You can use this key to enter the hockey rink in the door on the bottom floor. There is a student in the room besides there with Card Key 2. You can use this key to enter the door on the 3rd foor. Go to the main hall and head to the left. Card Key 3 is located in the classroom there. -In the middle of the main hall you will find a save point,SAVE and in the middle of the hall you will meet a three headed lizard like creature GF GF GF --------------------- | Boss Fight-Cerberus | | HP-7100-10000 | | AP-30 | | Immune To Wind | | Absorbs Thunder | | Treasure-G-Returner | | Mug-Spd-J Scroll | --------------------------------- | Draw | --------------------------------- | Level 1-19:Quake,Double | | Level 20-29:Quake,Double,Triple | | Level 30:Quake,Double,Triple | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | He's pretty easy as long as you have some Dispel magic. Cast | | Dispel on Cerberus if he casts Triple on himself so he can't | | cast so much magic. Draw some Triple and Quake magic if you | | haven's stocked up on them yet since they both junction | | very well. Mug Spd-J Scroll from him. | --------------------------------------------------------------- -After obtaining GF Cerberus, head to the elevator next to the reception room and take the elevator up ---------------------- | Boss Fight-Seifer | | HP-1300-10300 | | AP-20 | | Weak Vs Poison | | Treasure-Mega-Potion | | Mug-Mega Phoenix | ------------------------------------------ | Draw | ------------------------------------------ | Level 1-19:Fire,Thunder,Dispel,Haste | | Level 20-29:Fira,Thundara,Dispel,Haste | | Level 30-31:Firaga,Thundaga,Dispel,Haste | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Cast Protect on all your characters, and then draw and cast | | Haste on all your characters. If you have any Aura which you | | can draw from the draw point outside of the Garden, then cast | | it on Squall and have him use his limit break, after casting | | Meltdown on Seifer. You can mug some Mega Phoenix from him. | | Look out for his most damaging attack which can do 1500 or | | so damage, so make sure you have some good magic junctioned | | to HP like Curaga,Quake, or Full-Life. | --------------------------------------------------------------- -After the battle head to the Auditorium which is on the same floor to meet Edea ------------------------------------------ | Boss Fight-Seifer+Edea | | HP-1200-7400(Seifer)500-16000(Edea) | | AP-50 | | Weak Vs Poison(Seifer) | | Treasure-Force Armlet(Edea),Hero(Seifer) | | Mug-Royal Crown(Edea),Hero(Seifer) | ------------------------------------------ | Draw | ------------------------------- | Seifer | ------------------------------------------ | Level 1-19:Fire,Thunder,Dispel,Haste | | Level 20-29:Fira,Thundara,Dispel,Haste | | Level 30-32:Firaga,Thundaga,Dispel,Haste | ------------------------------------------ | Edea | ------------------------------------------- | Level 1-19:Blizzard,Demi,Esuna,Alexander | | Level 20-29:Blizzara,Demi,Esuna,Alexander | | Level 30-32:Blizzaga,Demi,Esuna,Alexander | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | First you will have to fight Seifer, he's easier and weaker | | than he was last time. Summon Cerebrus and then cast Protect | | on all characters, and then cast Haste on all characters. Mug | | some Hero from Seifer, and then kill him. Edea will then enter| | the fight. Draw ALEXANDER DRAW ALEXANDER DRAW ALEXANDER from | | her, and then cast Aura on Squall and have him cast his very | | damaging limit break. Look out for Edea's attacks. If you can | | junction 100 Death to each characters Status defense since | | she likes to cast Death. If she does and you don't have | | any junctions then use Life on your character, and press O so | | you can get a limit break. Her Mealstorm attack can deal 1500 | | or so damage to each characters, but since you have triple | | cast on yourself than one character can heal all characters | | with Curaga to restore HP. Mug a good item from Edea, and | | then finish her off, but don't forget to DRAW ALEXANDER. | --------------------------------------------------------------- END OF DISC 2 *********************************************************************** *********************************************************************** ***********************Walkthrough for Disc 3************************** *********************************************************************** -------------- | Edea's House | -------------- -Go to Edea's house and speak with Cid and Edea. You can win the EDEA CARD from Edea and the Seifer card from CID if you haven't done so yet. You can also do the CC Members at Balamb Garden sidequest right now. -Go back to Balamb Garden and visit the Infirmary -Squall will fall asleep and you will see Laguna -Fighting the Ruby Dragon is similar to the Galabadian Paratrooper battle. You can Defend or Attack. Defend the fast Dragon attacks, and then attack when the dragon has its slow attack -After the battle your characters will run down and fight a Ruby Dragon. Once I had all 3 characters fight and once only Laguna and Kiros so I don't know what determines this. Junction magic to strength and magic. The battle is easy, summon Shiva, and use Ice magic. Ruby Dragon's breath attack can do a lot of damage so make sure to have some high HP -After Squall wakes up go back to Edea and get the letter ----------------- | White Seed Ship | ----------------- ------------- | Draw Points | - - - - - - - | Holy(Cabin | ------------- ------- | Items | - - - - - - - - - - - - - | Shiva Card(Zone) | | Timber Maniacs(Bridge) | ------------------------- -A LOT of people have emailed me saying they cannot find the ship. The ship is located in a hidden cove north of Edea's House. You'll notice a chain of islands there. Pass through the channel heading east and then turn south. You'll find the ship there. miss so look out for it. -On the ship speak with Zone and Watts -If you got the Girl Next Door magazine from the Timber Maniacs place in timber, you can give it to Zone after speaking to him a couple of times. Give it to him for free and he'll reward you with the Rename and Shiva cards -Speak with the leader of the ship two times and then head back to the garden, -Return to the infirmary and check on Rinoa, and then return to Edea's house an speak with her. Head to FH and start going through the tracks until your reach the Great salt lake ----------------- | Great Salt Lake | ----------------- ------------- | Draw Points | - - - - - - - - | Meteor | | Thundaga | --------------- -Another easy dungeon with 2 paths, the upper path on the monster skull leads you to the draw points, while the other a straightforward path to the boss. ------------------- | BOSS!!!:Abandon | | HP:510-17010 | | AP:40 | | Weak Vs Fire/Holy | | Drop:Flare Stone | | Mug:Power Wrist | ------------------- | Draw | - - - - - - - - - - - - - - - - - - - | Level 1-19:Cure,Esuna,Dispel | | Level 20-29:Cura,Esuna,Dispel | | Level 30+:Curaga,Esuna,Dispel,Flare | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | If you're at level 30+ stock up on Flare, Curaga, and Esuna magic | | if you do not have 100 of each yet. He's undead what do you do | | with Undead? Use cure magic on him, and he'll be dead before you | | know it. A Phoenix Down, or Elixir will kill him off in one hit | | and so will the Revive, and Recover abilities, but make sure to | | draw first. | ------------------------------------------------------------------- -Now follow the path down until you come to the end, press X at the northern wall to be transported into a elevator -You'll come upon Esthar -------- | Esthar | -------- ------------- | Draw Points | - - - - - - - | Death | | Double | | Flare | | Blizzard | | Tornado | | Curaga | | Quake | ----------- -Nice City!!, head forward and another Scene AS LAGUNA!!! -Speak with the security guards twice, and once they leave speak with both of the prisoners -Head to the elevator and fight the guards, and then go upstairs on the elevator -Listen to Dr.Odine, there's a Weapons Monthly 1st Issue on the floor there so make sure to pick it up when you can. -Head back downstairs to find Dr.Odine and then ride the elevator to the control room. -Unlock the doors and then go to the other door to find Ellone -Leave the room and make sure to pick up the Weapons Monthly 1st Issue before leaving. AS SQUALL!!! -Head to the center of the city to Dr.Odine's lab and speak with him -Leave Esthar(RENT a CAR) and head to the Lunar Gate -Take a detour and get the Solomon Ring at Tears Point that eventually leads to a new GF(SEE GF section) -Head to the Lunar Gate, and speak with the Memebers -Squall, and another character get shot off into space -As Zell head back to Esthar and speak with Dr.Odine -He'll Tell you about Lunatic Pandora, you now must catch it -Get Rosseta Stone from Cheryl's Store during this time NICE ITEM!!!!!! -Equip Enc-None for an easier time CATCHING LUNATIC PANDORA -POINT 1 From 15:00 to 12:00 left -From the lab head off the right side of the screen to the central gate and take the path to the top. Go up the stairs on the screen and on to the left side and to the 1st contact point. -POINT 2 From 10:00 to 5:00 left -From the 1st contact point head of the right side of the screen and head back down the stairs. Go down the bottom through the central gate and to the right through the shopping mall(ROSSETA STONE) to an intersection two screens further. Go left from there to find the 2nd contact point -POINT 3 From 3:00 to 0:00 -From the 2nd point head to the right and then down. This will place you at the 3rd contact point. You'll have to fight some guards before entering lunatic pandora so make sure to have some time left to fight them. -Once inside, draw from the draw point near the entrance and then the one near the elevators, and head up the left elevator. Follow the path until you come to the end. ------------ | Lunar Base | ------------ | Items | - - - - - - - - - - - - | Laguna Card(Ellone) | | Alexander Card(Piet) | ----------------------- -Speak to piet as soon as u get off and then take rinoa to the med lab and leave her there -Follow Piet to the control room and speak with him. Examine the monitor and find out that Ellone is on the 2nd floor. If you're trying to get all the cards make sure to challenge Piet, and Ellone to a game of cards. -Go to the 2nd floor and speak with Ellone, and escort her downstairs -After the alarm head to the MedLab and find Rinoa, run quickly to the Control Room -Speak with everyone and watch the cinema, then head to the 2nd floor locker room. -Put on a spacesuit and try to go out the airlock. Return to the control room after getting off the spacesuit and speak with Ellone. Get out of the Lunar Base. -What follows is a horrible little mini game with you having about 1:30 to save Rinoa. You have a limited amount of Booster(O) so use that sparingly. Once you spot her press Up and grap her. If you fail you can try again so don't worry. After saving her you'll be almost dead but suddenly float to some ship. ---------- | Ragnarok | ------------- | Draw Points | - - - - - - - - - - - - - - - | Life(Catwalk) | | Cura(Aisle) | | Full-Life(Corridor-Hidden) | ----------------------------- -You have to clear the ragnarok from those weird little enemies and it has to be done in a certain order or they will re-spawn. They are all easy to kill by junctioning blind or pain to your weapon's status attack but even without them they fall easily. WIPING OUT THE PESTS 1.First take out the purple one in the Hangar, and head through the cargo doors and take a left through the door in the corridor before the stupid red one gets to you. You will find the 2nd purple one in the next room. Take him out for good. 2.Go back to the room beforehand and take out the 1st red enemy. Then head to the hangar where the 1st purple enemy was located and climb the stairs to find the 2nd red enemy, and wipe him out for good. 3.Go back to the air room and take out the first yellow one located there. Then head through all the clear rooms to the passenger deck and pass by the idle green enemy. Just pass him by and enter the door there to find the 2nd yellow propagator. 4.Then come back outside and eliminate the 1st Green enemy. Then head back to the hangar and locate a barely visible door on the right side the last one of these guys are in there. -After defeating them all, head to the passenger deck and ride the elevator there up to find the cockpit. Have a seat and enjoy the ride back to earth. -Once back on earth Rinoa will be taken away to be imprisoned -After some discussion on the ragnarok, head to the Sorceress Memorial, and free Rinoa -Then fly over to Edea's house and follow Angelo to the flower field for more story. After Zell interupts(STUPID) head over to esthar and speak with the prez. You can win the Squall card from Laguna but be aware that he is a great card player so watch out. At that point you can either head to Lunatic pandora and continue with the storyline or head and level up or do some sidequests. I recommend doing the Cactaur Island sidequest first to get the HpUp,StrUP Etc. skills and learning all the UP skills on the other GF's(Leviathan,Carbuncle, Brothers,Ifrit,Siren) and equip those and level up with them on the Islands Closest to heaven and hell. Make sure to have Odin and begin each battle by trying to escape and do so unless Oding shows up and kills the enemies, which will give you about 3 level ups per battle, but the enemies are very tough so don't engage them yourselves until you're at a higher level. -This is also a good time for the Deep Sea research center sidequest. *********************************************************************** *********************************************************************** *************************SECRETS OF THE GAME*************************** *********************************************************************** -------------------------- | Shumi Village Side Quest | -------------------------- WHEN IS IT AVAILABLE:DISC 2(Balamb Garden must be mobile) WHEN IS IT UNAVAILABLE:DISC 4 ARE THE REWARDS GOOD:So-So IS IT HARD:Pretty Easy ------------- | Draw Points | - - - - - - - - - - - - - - - - - | Ultima(Entrance-5000G) | | Firaga(Sculptor Workshop) | | Blizzaga(Outside Elder's House) | --------------------------------- ------- | Items | - - - - - - - - - - - - - - - - | Timber Maniacs(Atrisans Bed) | ------------------------------- -First take the elevator upstairs and head to the Sculptor's Workshop near the end of the village -After, go speak with the village leader, and then return to the Sculptor and speak with him again -Now you must find the 5 stones that he asks for, the Blue,Wind,Life, Shadow, and Water Stones TO GET THE BLUE STONE -The blue stone is located just to the left of the statue. You can easily see it sparkling near the back of the statue in the workshop of the sculptor TO GET THE WIND STONE -Head back toward the elevator and stop near the Hotel. The wind stone can be found just to the left of the Hotel. Look at the large boulder there and squall will feel a wind coming from there TO GET THE SHADOW STONE -Take the elevator back upstairs, and go down the steps. Search the large shadow under the done, and you will locate the shadow stone TO GET THE LIFE STONE -Go to the elder's house and search the tree roots just right of the house to fight the Life stone TO GET THE WATER STONE -First find the fake stone by examining the frog sitting in the pond outside the artisan's workshop and take it back to the Sculptor who will not accept it. The real one is in the Artisans house. -Go back to the sculptor and give him all the stones -Head to the elder's house and get your reward(A PHOENIX PINION!!!!) WEEEEEEEEEEEEEEEEEEEEEEEEE!!!! -A one-time use item that is really a summon like Odin, use it once and the phoenix will randomly appear when all your characters die and resurect them. The phoenix appears very rarely so its kinda useless -You can stop here but to get the real reward, you must leave and re-enter the village -Head back to the workshop and speak with the elder's attendant who doesnt want to work on the statue all by himself -Go back to the elder's house and speak with the elder to try and get more assistance for the attendant. -After speaking with him head outside and talk with the Moomba thats now there. Follow him to the workshop and listen on the conversation between the attendant and the Moomba -Speak with the attendant and then return to the elder's house and talk to the elder again -AGAIN return to the attendant and talk to him, he now thinks that the artisan should also help -Go the artisan's house and speak with him. He's a lazy bum and doesn't want to lend a hand -Speak with the elder and realize that if you want the artisan to help you're going to have to bribe him if you want his help -To do this you must travel to Fisherman's Horizon and retrieve a grease monkey for the artisan. The grease monkey is located in the back where you fought the boss. In the repair shop near the train station. Speak with the monkey, to recieve a Moomba doll and then go back to Shumi village -Go to the artisans house and give him the Moomba doll. After all this aren't you ready to recieve your reward?? -Head to the elder's house and speak with the elder to recieve your reward, a Status Guard -The status guard is a good rare item that teaches a lucky GF the St-Def*4 ability which allows one of your characters to junction 4 types of magic to your status defense which can leave him almost invincible to status effects -------------------- | Winhill Side Quest | -------------------- WHEN IS IT AVAILABLE:DISC 2(After Balamb Garden becomes Mobile) WHEN IS IT UNAVAILABLE:DISC 4 IS IT HARD:EASY ARE THE REWARDS GOOD:NOT REALLY ------------- | Draw Points | - - - - - - - - - - - - - - - - | Curaga(Abandoned House-Hidden)| | Drain(Near Old Woman's House) | | Reflect(Near Truck) | | Dispel(Mansion Yard) | ------------------------------- -Visit the large mansion in winhill and speak to a person inside who will ask you to help locate a missing vase. The vase is broken into pieces and you'll have to find all of them -Inspect the suit of armor inside the mansion to find the first piece -Visit the house in the middle of the town where an old woman lives. Inspect her flowers and find another piece there -Go to the Chocobo Crossing and try to catch a chicobo. When you throw it into the air then you should find another piece. If not keep trying -Go to Raine's house and speak with the woman there a couple of times until she mentions the smell of the flowers from downstairs. Go there and look at the table in the lower-right hand corner of the room and inspect the flowers. Raine's ghost will appear beside the bar. Speak with her and she will change into a cat. Talk to the cat and find the final piece of the vase -Take the pieces back to the man and he'll give you a Holy Stone -By grabbing chicobos at the Chocobo crossing, you can recieve a couple of free items. You can recieve a Pheonix Pinion, and a Gyshal green if you're quick enough. If you grab too many chicobos then a mother chocobo will appear and you won't be able to catch any more chicobos. No matter since you can only get those two items from there --------------------------------------------------------- | CENTRA RUINS SIDE QUEST(GETTING ODIN AND TONBERRY KING) | --------------------------------------------------------- WHEN IS IT AVAILABLE:DISC 2(ONCE BALAMB GARDEN IS MOBILE) WHEN IS IT UNAVAILABLE:N/A IS IT HARD:MEDIUM TO HARD ARE THE REWARDS GOOD:SUPER ------------- | Draw Points | - - - - - - - - - - - - - - | Drain(Courtyard-Hidden) | | Aero(Side of the Tower) | | Pain(Top of Tower-Hidden) | --------------------------- -To get to Centra Ruins, head to the Centra crater, and find the tower not far of the coast. Save and enter -You will have twenty minutes to complete your quest to get Odin and since you will be pestered with enemy encounters from some tough enemies, its best to equip Diablos Enc-None ability to stay away from any battles, since the enemies here also have large amounts of HP, and the battles can take a long time -Junction to Magic, and strength -Follow the staircases until you reach an altar which is really an elevator. After riding the elevator you will come to two staircases. The right one leads to an Aero draw point, and the left one leads to a room full of machines. Climb the left ladder and flip the switch inside and then climb back down. You'll notice that the altar in front of the elevator is lit so examine it and a new staircase will appear to the right. -Follow the stairs to the tomb to a large demon statue with one red eye Climb the ladder on the left and take the eye from the statue and then climb up the stairs on the right to get to the top of the tower. Head to the left and climb the dome to find another statue with a red eye. Place the eye in the left eye of the statue and you will recieve a code so write it down. The code is always random. Take both eyes out the statue and head back down to the other statue and place both eyes there. A place to input the code will appear, so input the code that you got from the other statue by using the directional buttons, and a path will appear below the statue. -Head through the door making sure you have magic junctioned to MAGIC, most importantly, and then strength. ------------------------ | Boss Fight-Odin | | HP-1300-31000 | | Ap-20 | | Treasure-G-Mega-Potion | | Mug-Luck-J Scroll | --------------------------------------- | Draw | --------------------------------------- | Level 1-19:Stop,Death,Double,Triple | | Level 20-29:Stop,Death,Double,Triple | | Level 30-100:Stop,Death,Double,Triple | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Odin NEVER attacks, so as long as you have 8-12 minutes left on | | your timer(which you should) then you should spend this time | | drawing TRIPLE magic which junctions VERY WELL, which is why you | | should junction to magic before the battle so you could draw more | | per each drawing. Steal the Luck-J scroll and try not to start | | attacking Odin until all characters have 100 Triples, and at least | | a good amount of Death magic, or when your timer is at about 3:00 | | minutes. Then use normal attacks and some magic to take him out | | easily. | --------------------------------------------------------------------- -After the battle Odin will join you NOT as a GF but as a GF that only appears at certain times during battles, and kills all regular enemies To increase the chances of Odin appearing raise your Luck stat. -You can participate in the side quest to get Tonberry King but its best to wait a bit later than disc 2 when you're more powerful, but here's the way to get it anyways -First before the battle I suggest that you have some Meltdown magic, and Aura magic(You can get Aura from Island Closest To heaven) from the secret draw points there, plus some Curaga, or Full-Life magic junctioned to HP, and meltdown magic junctioned to Vitality -Now start fighting regular Tonberry enemies in the courtyard of the ruins. They can be tough, so junction Triple to Strength if you're doing this early in the game. They can deal 2000+ damage to your characters and their Everyone's Grudge attack is based on how many enemies you've killed during the game. The Tonberry moves closer and closer each turn and if you don't defeat it fast enough then it'll come close and use the Chef's Knife attack which can deal 3000+ damage to one character. -Cast meltdown on them and defeat them with regular attacks -After defeating about 20 Tonberry enemies, the Tonberry King will appear right after defeating a Tonberry. You can always leave and save and the re-enter during the fights against the Tonberry enemies -Tonberry KING is hard with ALOT of HP with strong attacks so be prepared ------------------------------------- | Boss Fight-Tonberry King | | Hp-2500-250000 | | Ap-20 | | Weak Vs Ice | | Absorbs Fire | | Treasure-Royal Crown | | Mug-None | ------------------------------------- | Draw | ------------------------------------- | Level 1-19:Death,Cure,Life | | Level 20-29:Death,Cura,Life | | Level 30-100:Death,Curaga,Full-Life | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | If you're level 30+ and don't have a good supply of Death, or | | Full-Life spells then draw 100 each from him. Cast Aura on | | Squall and have him use his Renozouken limit break to deal lots | | of damage. Cast meltdown beforehand and deal even more damage | | to him. His attacks can deal a lot of damage so make sure to | | have some Curaga magic handy or just draw/cast from him to heal | | back the lost HP. Cast Life if you don't have Aura to be brought | | back with low HP and have a bigger chance at a limit break. | ------------------------------------------------------------------- -After the battle you will get the Tonberry GF. ---------------- | Chocobo Forest | ---------------- -When you first enter your first Chocobo Forest, Chocoboy will give you a ChocoWhis for free, and then charge you 1000G to teach you how to use it. The ChocoWhis locates the baby chocobos, called Chicobos in these forests. The ChocoWhis has two modes, a ChocoSonar, and ChocoZiner. ChocoSonar locates the Chicobos. The ChocoWhis will give of a little ping as you search the forests, and change into a fast-pitched louder ping when you're on the right spot where the chicobos are. After locating the spot, change over to ChocoZiner, blowing it will cause a Chicobo to appear, or go and hide if you're on the right spot. If youre not on the right spot then a chicobo will come down and steal your ChocoWhis and you'll be forced to buy a new one from Chocoboy -Here is a list of items that you can buy from Chocoboy --------------------------------------------------------------------- | Item | Cost | Description | --------------------------------------------------------------------- | ChocoWhis | 700G/1000Gil | The first one will cost you 1000G, | | | | The following ones will cost you | | | | 700G each. You can't catch any | | | | Chicobos without this. | --------------------------------------------------------------------- | Hint | 100Gil | Chocoboy will tell you the name of | | | | the forest that you're in and gives| | | | you a crappy clue on how to solve | | | | the puzzle | --------------------------------------------------------------------- | Gyshal Greens | 600Gil Each | These can be use in battle to | | | | summon a GF Chocobo. This one hits | | | | all enemies with a Flare Attack | --------------------------------------------------------------------- | Question | 10Gil | He will anwser some Questions about| | | | himself, and how to use the Choco | | | | Whis. | --------------------------------------------------------------------- | Help Me! | 1200Gil | Chocoboy will catch a Chocobo for | | | | you if you're to lazy to solve any | | | | of the puzzles | --------------------------------------------------------------------- -I'll draw some maps which can look a bit crappy since its one the computer and you can't really draw any good maps, but try to go ahead with me here.An O means that a Chicobo is on the ground at that spot. An X stands for one in the air. These * indicate that it doesnt matter if the Chicobo is in the air or on the ground. -------------------- | The Roaming Forest | -------------------- LOCATION:North of Trabia Garden Location Before Catch After Catch 1 2 3 4 1 2 3 4 1 X X * * O O * * O O * * X X X * 2 X X * * O O * * O O O * X X X * 3 X X X * O O O * O O O * O O X * 4 * * * X * * * O * * * O * * * X ________ / I 2 \ / 3 \ | / \1 | | / / | \ / / \ \ \ / \ \ 4 \ / | Chocoboy's Clue:Be careful where the Sonar reacts Solution:Start of by using the Choco Ziner at spot 1 or 2 to get both Chicobos back in the trees.Then use the ChocoZiner at spot 3 which will bring down all three Chicobos in this area. Head to spot4 and use the ChocoZiner to bring down the last Chicobo. Return to spot 1 or 2 and use the ChocoZiner for the last time to return the 3 Chicobos at the top back to the trees. Speak with the remaining Chicobo to solve the puzzle.Don't Forget to find the hidden items:Shell Stone, and Holy Stone located at the I on the map. *********************************************************************** *********************************************************************** *****************POWERING UP YOUR CHARACTERS EFFECTIVELY*************** *********************************************************************** Thanks to Ayabrea(I_Love_Aya@hotmail.com) for this section OBJECTIVE ========= This is against everything you've been taught in RPG college 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 the times when you need to equip another more important Character/Party Ability like Mug, Move-Find or Rare Item. 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 does 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 to much since the game is way to stingy at regular stats boosts at level up. You'll gain about 80 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, 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, and have to get to Disc 3 to utilize these abilities to the max. So you'll want to keep your levels as low as possible, then power up to maximum level for maximum stats bonus! WHY BOTHER? =========== Well, to tell you the truth, this is not something I'd recommend that you'd 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 or 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. Earlier in the game in your test missions (Fire Cavern and Dollet), running away is hazardous since it will cause a deduction in your points every time you run away, meaning you'll likely to get a low SeeD rank. However, this is a loose-loose situation where you have to choose either stats or SeeD rank (which translates into money.) I'd choose stats and run away since money isn't all that important, as you don't have to buy very many stuff. To make up for it, you can do a few things that gives you more points. - Choose the 10 minute interval in Fire Cavern. The Fire cavern is pretty straight forward and you only need about 2-3 minutes to fight Ifrit. I did it with just less than 6 minutes left on the clock! (This is why I recommend that you play through the game normally first.) - Do NOT talk to anyone except your own team. Otherwise you'll get points deducted. - KILL the X-ATM092 boss (the giant robotic spider.) Remember, you cannot kill it the first time around. (Its HP will be refilled when you deplete it to zero.) So weaken it first, run, then fight it again. Refer to the walkthrough if you want more information. Defeating it will result in 100 bonus points (I think.) NEW!! Actually, I've found a way better Dollet strategy not only lets you gain ZERO EXP, but also allow you to power up your GF and gain tons of AP. Anyway, kill off Squall and Zell (so they won't gain any EXP) and fight all the battles with Seifer. Your GFs will level up faster than he does and you'll gain lotsa AP!! Fight here as much as you wish. What's even better is that fighting heaps of enemies here will actually boost your points in the "Attack" category. (I gained no points in the game where I ran away from everything but I gained the full 100 when I fought them with Seifer.) These steps are described in detail in the walkthrough. The disadvantage of running away is that you won't be able to gain any AP that are vital to the GFs. And you won't be able to get any items dropped by the enemies either. 2) Card them 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. It's not hard carding an enemy though, but like Pokèmon, you have to weaken them first. 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 successfully carding them at about half health. The lower the enemy's HP, the more likely you're to succeed. Do NOT forget to equip the Card command like I do occasionally though, as you'll leave yourself in a sticky situation. Note it IS possible to card an enemy when its HP is about or below a half. If the game gives you a "miss" message and you know it's weakened enough, use the command again, you'll usually get it the next turn. (The game likes to trick you at times, to think you have to weaken it some more while you end up killing it.) 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 junction-free 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 seen 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: Micro Missile will only work on enemies with 9999HP or less. 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 included bosses and human troops. 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 can get Tonberry right after acquiring Odin. The Tonberry is so cute! IMPORTANT! Also contradicting to common believes, the requirement for the Master Tonberry to appear is NOT to kill 20 Tonberries! You need to have 20 Chef's Knives in your inventory, then the Master Tonberry will appear! So if you have played lotsa card games, you can exchange Tonberry/Master Tonberry's cards into them and it'll be a lot less work! This was confirmed by Happy Matt. 5) Other vehicles Another way of travelling 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. (The way you catch a chocobo is also really boring.) You won't encounter any enemies while travelling in vehicles, but they're only available on the world map. 6) Terminate your own team members I don't think the EXP in this game is shared between the characters so you may want to kill/petrify 2 other members to keep them weak and fight the battle with only one member. I don't think it's that risky if you play your cards right. Remove the GF from the other members if you want. 7) The soul of stone Thanks to jay sar for this trick So, "jay sar" told me that if you junction Break in your ST-Atk and petrify an enemy unit with it, you'd get no EXP. Although it doesn't work as good as it sounds, because when you petrify an enemy, the game thinks that you've ran away from it and gives you the partial experience since your attacks will do some damage to them before petrifying them. Also, it's kinda risky since you may kill the enemy unit if you did petrify them. However, the problem is solved if you cast Break straight out of the bottle since it does no damage. The problem with this method is that it won't give you any AP either! 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. - 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. - Not fighting enemies will lower your SeeD rank and likewise, fighting lotsa enemies will raise your SeeD rank. It's likely that your SeeD ranks will be lowered in the course of the game if you follow my guide. However, it's again not like if it cannot be remedied: * Take sometime out of the game to card some enemies. This will help you avoid lowered ranks and can beef up your GFs who needs APs. I actually GAINED a SeeD level when I went on a carding rampage. * Taking the test! Always take as many tests as you can, to give your salaries a head start! * If you choose the shortest time in a timed quest, it's likely that your SeeD rank will be raised, if you succeed of course! Such as the Missile Base escape time. * Doing certain things right will also raise your SeeD rank. I do not have a list of those events though, but I know Rinoa's train quest is one of them. Make no mistakes and your rank will be raised! * One guy on the second floor of Balamb Garden will ask you to show him how to cast spells. DON'T DO IT!!! Casting spells in the hallways are forbidden and your rank will be instantly lowered! (I learnt it the hard way. :-( ) - GFs WILL gain AP and EXP when junctioned to a dead member, even though it makes no sense. - Spread out your GFs among your characters as equally as possible. The most important Junction ability early in the game is Mag-J, since you need it to draw decent spells from bosses. (Quezacotl, Siren and Diablos will provide you with those.) Critical Guardian Forces ======================== Now, you will need to keep this up until the point after the space mission and acquired Ragnarock. Now you need to get your hands on 2 vital GFs, Cactuar (Sabotender) and Bahamut. Cactuar On Cactuar's Island of course, with a tiny green thing that pops out of the sand occasionally. Land Ragnarok there and challenge it, but don't forget to junction your characters properly first. Beat it anyway you like (but I'd prefer drawing spells from it first.) And you'll be able to acquire it as your GF. The best thing about the Cactuar is that it comes with all 5 of the bonus abilities LEARNED!! Which saves you time having to learning it from other GFs (they costs 100AP each and all of them require 2 prerequisite skills.) You may start training your characters now, but you need more slots to equip all the bonus skills, and since you're going to acquire Bahamut sooner or later (you are, ain't you?) why not do it now? Bahamut Head to Deep Sea Research Centre aka Battleship Island, which is not on the map but you can get there by heading Ragnarock towards the south-wester corner of the map. Look around and you should find some structure that looks kinda like an oil refinery. Land the ship on it (kinda tricky, look for the shadow.) Head towards the doorway and you'll be in a large room with a glowing cylinder. Choose to stay and move ONLY when the lights goes out, or you'll be attacked by some enemies (usually Anacondours, just run.) Look for the ring objects surrounding the cylinder though, and make sure they disappear completely before moving. You should be able to take about 3 steps each time the light goes out. Move to touch the cylinder and you'll be asked 2 questions. Choose the first option (can't remember what.) and you'll fight a Ruby Dragon. They shouldn't be much of a problem anyway since because you're weak, they'll be weak too. You can't fight this normally though, since you'll receive about 1200EXP for each member if you did, bringing you up a level instantly! Just level it down with Tonberry or card it (I chose the first option.) Beware, because Odin came and killed it and ruined it for me once so save your game before attempting this. You'll be prompted with another set of choices after you win, choose the second option. (Can't remember what it was.) And you'll be up against another Ruby Dragon. Just use the same strategy as the first one. Then you'll be asked ANOTHER question. Move the curser down and you'll be able to choose a third option, even though it's nothing! Choose it and you'll face Bahamut!! Defeat it (not that hard, but you should spend sometime drawing Full-Life from it) and you'll be able to get the king of all dragons as your very own pet! It comes with the as-good-as-it-gets Abilityx4 skill, which allows your character to equip up to 4 Character/Party Abilities! We're ready for action! PREPARING FOR THE BIG THING =========================== 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, here's 2 of the best ways I've found. 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. I prefer this method over the other one though. Customized character This works with a character's natural abilities (ie, Limit Breaks) to determine a character's fighting style, either a fighter or a magic user. Irvine, Squall and Zell are definite fighters so they should equip: * Str Bonus * Vit Bonus * Spr Bonus * HP Bonus Ditch magic since they don't really need it for their Limit Breaks. Selphie however, are the exact opposite, they use magical Limit Breaks so substitute Mag Bonus for Str Bonus. Rinoa is an odd one since she has both physical (Angelo) and magical (Angel Wing) Limits and if you're going to use Rinoa at all, train her with the "All round" method. Quistis, too, is strange since her Blue Magic works in various ways so it's better to build her as an all round character. Anyhow, lets say you start the training at LV20. You'll be able to gain 2400HP and 80 points of the other stats. However, 2400HP is way more than you need. From my experience, a LV100 character without HP Bonus has around 4000HP, while the best spell for junctioning to HP is Full-Life (Ultima is better, but it's a waste to junction it to HP since Full-Life does the job nicely.) which gives 4800 boost, which makes about 8800HP, so you can just gain about 40 levels with HP Bonus on and swap it for the other attribute that you didn't equip. As a matter of fact, most characters can get maximum HP without HP Bonus just by junctioning 100 Ultimas to HP alone. (So they can save a slot to equip another ability.) Whatever you do, don't EVER ignore Vitality and Spirit!!! They're probably the most important attributes to the character (Spirit more so than Vitality, especially later in the game.) Remember, there are no armors in this game so these stats are the only defence your characters have. (And Evade too, which works amazingly well.) Some notes There are times where you just HAVE to go up a level no matter what (such as Laguna's second scenario.) it doesn't really matter too much but you can gain some partial stats boosts from these. Remember, Cactuar is not the only GF that offers these bonus abilities, earlier GFs have them too but they're usually way too expensive or inconvenient to acquire. However, when you do learn one of the abilities, equip the GF to the character who's just about to go up a level and they can gain one bonus point for the respective category. It's not the best but it's better than nothing. Here's what the other GFs offer: (All "Bonus" abilities costs 100AP.) HP Bonus - Brothers Prerequisites: HP +40% [120AP], HP +80% [240AP] (!!) Strength Bonus - Ifrit Prerequisites: Str +20% [60AP], Str +40% [120AP] Vitality Bonus - Carbuncle Prerequisites: Vit +20% [60AP], Vit +40% [120AP] Magic Bonus - Siren Prerequisites: Mag +20% [60AP], Mag +40% [120AP] Spirit Bonus - Leviathan Prerequisites: Spr +20% [60AP], Spr +40% [120AP] The other inconvenience is that you can only equip up to 3 Character Abilities without Bahamut so you need to power up in Disc 3 to get maximum effects. !!!IMPORTANT NOTE!!! ============================================== |It *IS* damn right possible to get through the first 2 and half | |discs WITHOUT going up a SINGLE level, I have done it!!! Anyway, | |it's not as hard as you think so you really don't need these | |abilities. HOWEVER, I was able to find a Rosetta Stone (learns | |Abilityx4) in Esthar so you'd want those abilities since you can | |actually train TWO characters at once!!! Details below. | =================================================================== Bonus Rosetta Stone Ok, I don't know if this is random or what but I've been able to get a FREE Rosetta Stone from Esthar. You know how sometimes you'll get a free gift when you visit one of the online shops in Esthar (like how Johnny's Shop sometimes gives you Mega-G-Potions.) Well, repeatedly visit Cheryl's Shop (the one that's always closed) and you'll eventually get a free Rosetta Stone! It took me about 20-30 tries. According to Adrian Dutkiewicz, you can only get one Rosetta Stone here. TRAINING ======== Hopefully, by the time you get Bahamut and Cactuar, your levels are still relatively low. Here're my character's levels in my first game: Squall LV19 Zell LV11 Quistis LV11 Irvine LV15 Selphie LV13 Rinoa LV16 It is indeed possible to get through the game without gaining a level, so character's level will remain as they were at the start: Squall LV7 Zell LV8 Quistis LV8 Irvine LV13 Selphie LV8 Rinoa LV11 Anyway, make up your mind on who you want to train first, I personally recommend either Quistis or Squall. (I prefer Quistis.) Remove all the GFs from your team members and junction it to the character you wish to train first, then go to an easy battle and kill off the remaining party members (they should be a piece of cake, since they have next to no HP and Vitality.) Now, you need to junction yourself properly. Make sure you've stocked up on good spells, and if you don't have enough, just "borrow" your team member's for a while. You can train your characters at a number of places. Happy Matt recommends the area outside Edea's house. You can only train one character at a time, so remove the GFs from the characters you don't want to train yet, and killed them off (so they won't gain any EXP.) Junction Death to your ST-Atk and equip the LV Up command. Get into a battle and use LV Up to raise the enemy's level to 100, then kill them off. You should get lotsa EXP and can gain a level per fight. However, the EXP gained this way is way too little for my taste. I like to play risky so my choice of training ground is... the Island Closest to Hell! (ooohh..) Junctioning your character is very important here, one wrong spell in the wrong place could mean instant death. Status Junction Elemental Junction A: Sleep A: Blizzarga D: Confuse D: Flare D: Berserk D: Firega D: Death D: Shell D: Break D: Protect Status is crucial but elemental ain't as important. You can get ST- Def x4 from Cerberus (if you need AP, fight the Cactuars in the desert. They give you 20AP each and 1 digit EXP!) or 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. Sleep won't work against all the enemies though, just the T-Rexaurs, Grendels and Ruby Dragons. Elemental isn't that important, but since a number of enemies like Ruby Dragons, T-Rexaurs and Malboros are weak against ice, Blizzaga is good for doing extra damage. (No enemies are strong against it though, which makes it perfect.) 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! I know it because it used Firega on Selphie prior to that and she absorbed it, then it unleashed Breath and killed my whole team! Be careful of the Ruby Dragons ok? (Breath does 3000-5000 to the whole team!) As for stats junction, just use best fit. Squall should favour Attack while it doesn't really matter for Quistis, although a high Speed helps a lot. Make sure you've got good Vitality and Spirits! Junction Tornado to your Evade, I don't know why but it's really effective! (It seems to have a higher Evade chance than just 20%.) As for command, I'd choose Attack, Magic, Draw and Treatment. Oh yeah, save after every fight! These enemies are really tough and you're cheating death fighting right in front of them! Squall Just use attack on all the enemies, when your HP gets low, finish them with Renzokuken! Make full use of his trigger, and with a high speed, you should be able to attack 3 times before they even get a go. If you need healing FAST, use Curaga, but if it's not really urgent, don't worry too much about it because you can finish the enemies easily with Renzokuken. Or you might want to cast Regen. If you're against enemies that have very high HP (Ruby Dragons in particular) you may want to cast some Demi first, since it'll do 9999 damage for the first few castings! Don't use it against the T-Rexaur though, as they're really weak against cold and Sleep, so you'll be able to finished them easily with just regular attacks, for a lot of EXP! If you feel that the enemy's Vitality is too high, you may want to cast Meltdown (Merton in the Japanese version, which is a MUCH better name) or summon Doom Train. Quistis This is easier done than said. Keep her at critical status (you can do it easily do exchanging Junctions between another character, then change back. Make sure she has acquired Degenerator. Now when you get into battle, immediately use her Blue Magic Degenerator to knock out the enemy in one hit!! If the triangle doesn't come out, use the famous "tap tap" easy Limits trick. You should be able to gain 1-3 levels per fight. I hate those Grendels since they have very high defence and don't give up enough EXP for my troubles. The other advantage fighting here is that the enemies occasionally drops really nifty stuff, such as Energy Crystals that can be refined into Ultimas or Irvine's Pulse Bullets and used to upgrade Rinoa and Quistis' best weapons. (I had soooo many of them in my last game, about 50+!!) If you haven't done so already, you can gather the 6 Malboro Tentacles required to summon Doom Train here really easily, defeating them will net you 8 of them. Other characters Once Squall/Quistis gets to level 100, and bring another (live) member into the team and junction Bahamut and Cactuar (and some other ones) to them 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. Two characters at once! You can bring 2 weak members into the fight if you manage to get your hands on a Rosetta Stone, which can be found in Esthar. Use the Rosetta Stone on a GF (you may have to use an Amnesia Greens on a GF to make it forget an ability) and junction Carbuncle, Siren, Leviathan, Ifrit or Brothers on the same character so you can train 2 characters at once. (I used my Rosetta Stone on Shiva, if you really want to know, since use's full of crap abilities!) It basically uses the same strategy as above except it's much safer since if one character gets KO'd, the other can revive them, lowering the chance of you getting a Game Over. Anyway, I'd recommend that you train one "training friendly" characters (Quistis/Squall) and another not so "training friendly" characters (Selphie/Rinoa.) That way, the "training friendly" character can do most/all the work while the not so "training friendly" characters (with bad Limit Breaks) can tag along and gain levels at the same time. Quistis is exceptionally good at this! Oh yeah, junction the GFs that your characters don't need to the dead member so they can gain EXP faster. 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 for 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. 2) Make Source This is easier said than done. Doomtrain's Forbid Med-RF ability can turn some items into stats boosting Sources. Here's all of them: 1x Gaea's Ring => HP-Up 10x Hyper Wrist => Str-Up 5x Adamantine => Vit-Up 10x Royal Crown => Mag-Up 50x Jet Engine => Spd-Up 1x Luck-J Scroll => Luck-Up 2x Aegis Amulet => Spd-Up 10x Magic Armlet => Spr-Up 50x Accelerator => Spd-Up 5x Rocket Engine => Spd-Up 1x Monk's Code => Str-Up 1x Knight's Code => Vit-Up 1x Hundred Needles => Spd-Up There are many more. As you can see, all of them require really rare items. I think you can win a Gaea's Ring from a certain boss (can't remember which one, I have one in my inventory) that can be made into am HP-Up. Most of them can be made from Eden's GFAbl Med-RF, like this: 10x Giant's Ring => Gaea's Ring 10x Power Wrist => Hyper Wrist 10x Orihalcon => Adamantine 10x Force Armlet => Magic Armlet 10x Hypno Crown => Royal Crown 10x Accelerator => Rocket Engine 100x Lightweights => Rocket Engine 100x Cactuar Thorn => Hundred Needle Most of these ingredients can be bought from Esthar Pet Shop although it's 15000 Gil a pop, and you'll need 100 of them to make ONE Source!!! Very expensive! I've saved up all my money for 80 hours and all I could afford was ONE Source!!! You can win some of these items from enemies occasionally (I think the Behemoths may drop Power Wrists on rare occasions.) Anyhow, thanks to the readers, you can use an easy trick to get all the money you want! EASY GIL TRICK!!! =================================================== |Thanks to Adrian Dutkiewicz and Tam Tran | | for this awesome trick! | | | |You must have gotten Carbuncle's Recover Med-RF for this to work. | |Tonberry's Haggle, Sell High and Call Shop are exceptionally useful| |here too! | | | |What you need to do is to purchase 100 Tents. With Recover Med-RF, | |you can refine 4 of them into 1 Mega-Potion. Cottages works exactly| |the same way except the ratio is 2:1. Get 100 of both for faster | |returns! Now sell all your Mega-Potions for truck loads of profits!| | | |Now let's do the calculations (assumed that you have both Sell High| |and Haggle skills.) 100 Tents costs 75,000 Gil, 100 Cottages are | |costs twice as much. So total cost is 225,000 Gil. They can be | |refined into a total of 75 Mega-Potions, each fetches 7500 Gil each| |at a shop which makes 562,500 Gil! Profit = 337,500 Gil! Repeat as | |often as desired! Oh yeah, use Tonberry's Call Shop makes this | |trick extremely convenient. | ===================================================================== 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 Spr- Ups 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 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 FeralNoa. Ruby Dragon -> Max HP+10 T-Rexaur -> Strength+1 Adamantoise -> Vitality+1 Behemoth -> Magic+1 Malboro -> Spirit+1 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 had 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. Eekeric@aol.com sent in this strategy: Keep casting Demi with all 3 characters until it starts doing less than 9999 damage, then revert to Diablos summon and let one character try out the Devour command. I must admit, Demi is an extremely useful spell here since all enemies on the good Devour list has an insane amount of HP. Careful with Diablos though, as even though the damage is gravity elemental, it can still kill an enemy since it works based on an enemy's maximum HP. One thing I'd like to point out is that the Ruby Dragons are not worth the effort to eat, since they have some of the highest HP and defence in the game and attacks like Meteor and Breath can drive you nuts. Do the infinite credit trick and refine HP-Ups there is MUCH easier! 4) Any others? MY STATS ======== No, don't get so excited yet, it's not what you think. Anyway, it was a while ago that "Souma" wrote in suggesting that I should put up a section on how many battles I fought, ran away, game time and other stats. I thought it was a great idea but never got around to do it, so here it is, a brand new section. I've gathered 2 sets of data, the first one is right before starting to power up my characters. It's right after the event in disc 3 in Sorceress Memorial after getting Rinoa back. Just take note that I have a habit of leaving the game on when I need to fix dinner and stuff like that, and I also spent a lot of time playing cards. Time: 55:06 SeeD rank: 15 ---Battle report--- Walked: 2,156,631 Battles: 392 Won: 313 Escaped: 79 ---Character report--- Character Enemies killed KO'd EXP 'til next level Squall 56 18 382 Zell 20 7 322 Quistis 46 5 500* Seifer 87 0 - Selphie 127 1 239 Rinoa 29 2 600 Irvine 8 0 621 Edea 91 0 - * Quistis didn't gain a single point of EXP! 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 Battles: 694 Won: 614 Escaped: 80 OTHER TIPS AND TRICKS ===================== -> Magic I think most spells are best Stocked and Junctioned, not cast since all spells are limited. Certain spells are really common though, like the basic elementary spells and healing ones so you can use these without having to hold back. If you're really hungry on spells, try refining them from the menu. The best spells like Ultima, Meteor, Triple etc. shouldn't be cast at all, since they're much better when junctioned and your Limit Breaks are more powerful. I know many of you likes to cast Double/Triple on yourselves but keep in mind that this is only one way of beating bosses, and not a very efficient way at that. Most magic are considerably weaker than all character's Limit Breaks and are barely stronger than a regular attack (if you junction yourselves properly that it.) If you're one of these types, I recommend that you try another approach since this strategy will not work at all against later bosses, since they have insanely high Spirit and even your best damage-dealing spell (Ultima/Meteor) can only do so much, not to mention that they're extremely rare and you're getting weaker with each casting. -> Draw This is VERY important! You should always have the Draw command available on all characters and check every enemy you come across for new spells. You should spend some time drawing from the bosses too, since they tend to have really good spells. Try to get 100 of them on at least one character if you can. Don't be afraid to draw from most bosses since they're really not that dangerous (gosh, I was drawing Ultimas from Ultima Weapon! 290 of them!) and you can draw Cure spells or Life spells from most of them so you won't have much trouble healing your characters. Against bosses with status changing attacks, they usually have Esuna. I don't know about you guys but I'm the greedy type who always tries to get as much as I can carry. The better spells works nicely in your junctions and puts you ahead of your enemies. So if you're having problems, maybe it's because you're not drawing enough spells. -> More on spells Since you cannot level up, the enemy's draw collection will not expand, which makes drawing from bosses essential to getting good spells early. Another really good (and convenient) way of getting spells is to refine them from the menu (thank god these never fail, unlike SO2.) You can win items from enemies (by carding them) and changing cards into items and get even more spell "ingredients". Menu abilities like I Mag-RF or L Mag-RF (or in short, all of them) are essential but thankfully, they're quite cheap to learn. Try to spend some time trying out some all of these, as you can find some real bargain deals! Try to look out for the items that can be bought in stores or won easily, or can be changed into with cards. Some items like Softs or Tents can be refined into Break and Curaga spells, respectively, which are decent junction spells early in the game and are quite affordable. Also, learning Quezacotl's Mid Mag-RF can turn crap spells like Fire and Cure into fairly decent -ra spells, and it's a great way of disposing weak spells to free up slots later in the game. -> Cards I don't know about you guys but I like the card game a lot and it's also rather important aspect of the game since many of them can be refined into really great items! Make sure you have a look at what cards can be turned into what items. So when you win a card game, you'll know which cards to pick. You should pick one that you don't have (if there's a rare card, then definitely pick that one!) or a one that can be made into a decent item. Cards like Bite Bugs and Funguars are essentially useless, as they can only be refined into more crap items that plagues your inventory. Also, I do not recommend that you refine a rare card, as it'll be lost forever. (You could if you don't care about the cards though.) Play cards often to improve your skill, and always look for cards that you don't have, especially rare ones. If you don't like the card game, you can also get a lot of decent cards to refine into items by carding the enemies. -> More on cards If you're the type who plays the card games in every town, you'd noticed that there are some rules that are just a plain pain in the butt!!! (Random, Sudden Death etc.) Try not to keep the card rules from spreading except for the friendly Open rule. Try abolishing rules that you don't like. Actually, I'd rather get rid of every rule there is except for Open. Yes, some of the rules can be a lot of fun and strategic (ie, Random, Open, Same and Plus is a good combination.) But you'd want to win most of the time right? All the extra rules are interesting but all of them put you a step away from a sure victory. Since you'll be winning most of the time, try challenging the Queen of Cards often, so to modify the trade rule. Diff and All are both excellent for players who are on the winning streak or simply mastered the game (like me) so you can gather cards more quickly. Direct is crap though, it often makes you LOOSE rare cards so try not let it spread. Also, certain cards will be completely impossible to turn over if their weak sides are concealed (ie, Seifer's card placed to the top-left slot) and therefore, impossible to win it under the Direct rule. If you must play a Direct game, don't use rare cards (but it's a decent rule if you want to loose a specific card.) -> Rarer cards Very occasionally when you card an enemy, you'd get a completely different card! This is normal so don't freak out when your Funguar turns into a Biggs, Wedge Card. Remember that bosses cannot be carded? This is one way of getting your hands on the rarer boss cards. Now if you look in the card menu, every boss card should have 2 monster names to the bottom right of the screen. This indicates which monsters can turn into that particular boss card on rare 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 Doom Train (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 batter 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 cast a drawn spell, and they are Demi and Full-Life. Demi will sometimes do less (MUCH less) than 1/4 of the target's current HP, sometimes as low as 10%. Full- Life will not always bring the target back to full HP, so it has the effect of the scrub version: Life. -> Some words on ST-Atk ST-Atk is a great asset given by a chosen few GFs, they let you add a deadly status ailment to your attacks. Though not all status are effective against certain enemies, choosing the right one can mean turning a hideously powerful monster into a harmless machine that you can draw spells from. Remember however, a status will NOT be inflicted if the weapon was used for a Limit Break attack (Squall's Renzokuken for example.) Here's a recommendation of what's they best spells to junction: - Sleep: My personal favourite! Works on more enemies than any of the below and make them helpless for fairly long time, perfect for drawing spells! Even better is that you can cast spells on them or summon GFs without having to wake them up! - Drain: This acts almost like Regen, as every time you attack, you get some HP back! You'll be immortal as long as you keep attacking! Oh yeah, beware of undeads to, as you'll actually loose HP! This works exceptionally well though, as the more damage you can inflict, the more you can absorb! - Death: Instant death, we all like that don't we? Anyway, it's not as good as it is in theory since many of the more powerful enemies are immune to Instant Deaths and is useless on bosses. Works well on weaker enemies. - Break: If this was FFVII, Break'd be 100 times more useful since most of the powerful enemies can be turned to stone. However in FFVIII, Break is as lousy as Death, works on weaker enemies only! - Silence: Not too shabby but many of the enemies don't cast spells very often and many of the powerful ones are immune. Works nicely on soldiers though. But then again, you can just summon Siren. All other status are not as helpful. Ones like Stop or Slow may seem extremely powerful as but keep in mind that those spells works on almost NONE of the enemies! (Stop in particular!) -> Arms for the poor 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 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 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: Over world or under world? 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, over world 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 a 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 for the second summon is significantly raised. -> 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... -> 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 "semi- full" 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 "semi- full" 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 yeild "semi- full" Draw Points more often than not. -> Gain skills even quicker Christian Groff 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) 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. * 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. * If you never summon a GF, you might want to forget their GFHP+??% or SumMag+??% skills. * 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+60% since it has +60% available.) * I personally don't like Elem-Atk very much so... However, do NOT delete any Menu Abilities or other unique and otherwise irreplacable skills, such as the Devour command or Auto- Haste etc. Don't forget any "rare" skills either, like anything that boosts Hit, Evade, Luck or Speed. -> Another good combo Thanks to Iaian Ross 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.) Anyway, try this out on the other characters, you'll almost be guarenteed to execute Lion Heart, Wishing Star, The End, Mighty Guard that grants everyone Aura and a slow moving bar for Irvine. 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. (Only Selphie's and Quistis' are in right now.) (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--- MAX HP 4187 6977 Str 162 170 Spd 37 Vit 124 134 Luck 22 Mag 130 138 Eva 3% Spr 117 129 Hit 255% Comments on stats: Squall usually has the crappiest stats since you'll be forced to use him the most in the whole game, while his Limits are one of the best. Her gets fairly good stats if you manage to not gain a level at all. His Str is decent and I junctioned 100 Ultimas to it for 255 Str. All his gunblades has 255 Hit rate though, meaning his normal attacks will never miss. Limit Break: Renzokuken When this is used, Squall will rush to his target and slash them anywhere from 4 to 8 times. A bar pops up at the bottom of the screen and green "waves" will start to flow from the right to the left, each of them represents a gunblade attack. You're supposed to pull the trigger (ie, the R2 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 the 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 Finishing blow Revolver => Rough Divide Shear Trigger => Fated Circle [Other models] => Blasting Zone Lion Heart => 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 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 blow 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 Divide- This is what Squall used on Seifer in the intro FMV. Squall runs towards his target while striking 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 about twice the damage of that of a regular Renzokuken hit. Critical happen often with this! -Fated Circle- Squall 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 Zone- Gosh 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. -Lion Heart- This was originally named "End of Heart" in the Japanese version which is 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--- MAX HP 3883 6643 Str 161 163 Spd 34 Vit 118 122 Luck 21 Mag 132 134 Eva 3% Spr 121 126 Hit 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, White Wind 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 Eye- Used 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 Wave- Used 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. -Electrocute- Used 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. -Level ? Death- Used by: Torama, Omega Weapon (LV5 Death) Learnt from: Cursed Spike Steal/win from Tri-Face, or occasionally dropped by Molboros. It's easier to trade Tri-Face's card for it since those enemies appear later in the game. Not a good one at all! A reaper appears and smacks the enemies with its scythe and either kills it in one hit or has no effect. Thank god this is the only level-something Blue spell as I hated them. This is strange since the level multiplier can vary, from 5 to 1, depending on Quistis and your party's condition. I used it when I was powering up on the weaker enemies, and sometimes it works quite well. (Oh yeah, try this on those Fastitocalons.) The enemy's version has a fixed multiplier, ie, LV5 Death. -Degenerator- Used by: Gesper (??) Learnt from: Black Hole Win from Gespars or trade its card for it. A large bubble surrounds the enemy and pulls it into a dimensional portal and is never seen again. This is the second best instant death spell in the game (next to Selphie's The End of course) as it works on ALL normal enemies, even really powerful ones like Iron Giants, Ruby Dragons and Behemoths. I've never seen it miss except for the Tonberries and I don't think it works on bosses though. Iaian Ross said that the Gespars does indeed use this attack, but only when you drag the battle on for over 5 minutes. Also, it doesn't really kill the affected character, but it removes them from battle (like the Midgar Zolom's attack in FF7.) -Aqua Breath- Used by: Grand Mantis Learnt from: Water Crystal Win from Chimeras or trade 1 Fastitocalon or 5 Fastitocalon-F's card for it. Quistis sends streams of water bubbles at all enemies. This is a classic Blue spell and works fairly well too. It does really good damage than even Leviathan's Tsunami with Boost seems to be weaker! Get this early in the game by trading cards for it and it'll be Quistis' strongest attack for a while. Grand Mantis' version will cause Silence as well. -Micro Missile- Used by: GIM52A Learnt from: Missile Defeat or steal from GIM52A Quistis extends her arms forward and sends out many missiles that comes in on the enemy. This works very different to most spells as it's a gravity type spell, in that it will take out a portion of the target's current HP. The effect may vary though, from 50%, 75%, 87.5% and eventually 93.75%!!! However, the maximum damage this attack does is 9999 versus enemies with very high HP. Note most enemies are not a target of gravity type spells so this will score a miss on them instead. This is certainly one of her better spells. -Acid- Used by: Gayla (??), Tri-Face Learnt from: Mystery Fluid Defeat Gaylas or trade its card for it. Quistis turns away and a patch of sizzling liquid comes out of no where and burns the enemy. I don't use this too often but this will do light damage to an enemy but can also give them negative status. However, you won't deal a status ailment to the enemy every time you use this. I've only gotten the Poison status from this, but I assume there are more when Quistis/party's condition worsens. I've also seen Vitality Zero. I don't think the enemy's version causes a status, but it's much more damaging (about 4000+ at times!) -Gatling Gun- Used by: SAM08G (Actually, Quistis used this in an FMV in Disc 1) Learnt from: Running Fire Defeat/steal from SAM08G or Iron Giants, or trade SAM08G's card for it. This is like the gun Quistis used to shoot down X-ATM092 in the FMV after the Dollet mission. The damage it does it very good and it's non-elemental, but only targets one enemy. Sometimes it does really crappy damage and I've just found out why. It appears that Gatling Gun's damage is based on Quistis' Str and not Mag, I didn't junction spells to her Str so this attack was really weak when I used it. However, if you do junction good spells this is VERY powerful! This is strange since it's the only Blue spell that is subject to a barrier, Protect can halve Gatling Gun's damage. -Fire Breath- Used by: Ruby Dragon Learnt from: Inferno Fang Defeat Ruby Dragons or trade 10 of its card for it. I've only used this once. It looks just like the Breath attack the Ruby Dragon uses and is just as powerful. I think this is fire elemental but the dragon's version isn't for some reason. Burns all enemies. This is Fire elemental while the Ruby Dragon's version is both non elemental and physical (ie, is affected by Protect, not Shell.) -Bad Breath- Used by: Malboro Learnt from: Malboro's Tentacle Defeat/steal from Malboros or trade 4 of its card for it. Quistis sends a breath of foul looking dark gas that sweeps all enemies. The effect is multiple status ailments on enemies but can vary depending on her condition. It can inflict Poison, Silence, Stop, Blind, Sleep, Slow, Doom (Death Sentence), Petrifying, Confuse 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. -White Wind- Used by: Adamantoise Learnt from: Whisper Steal from high level Adamantoise Soothing wind blows out of no where 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, unlike 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 Laser- Used 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 Guard- Used by: Iron Giant 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. -Ray-Bomb- Used by: X-ATM092 Learnt from: Power Generator Steal from high level Blitz WITHOUT the Rare Item ability. REALLY rare! (I was extremely lucky and got this on my first try, YAY!) I heard you can pick on up in Lunatic Pandora if you did something in Laguna's second scenario. Steam pops up from the back of Quistis' head as she emits a laser from her eye and sweeps it across all enemies. The ground below the enemies turns gold and calls forth a massive explosion that sends all foes into the air and back again. Uhh.. This spell is really disappointing as after all the hard work getting a Power Generator, you come to find out that it's not all that good! The damage is only medium, about 4000-8000 on all enemies later in the game, and is sometimes not as strong as Aqua/Fire Breath! -Shockwave Pulsar- Used by: Griever Learnt from: Dark Matter Collect 100 Cursed Spikes and use Siren's Tool-RF Menu Ability to make it into a Dark Matter. Siren MUST be at LV100. All enemies gets trapped inside a white sphere where is gets lifted into another dimension and gets hurt by a dark energy blast. This is Quistis' best spell and one of the few attacks in the game capable to doing 5 digit damage. Usually around 12000 but if she has really good stats this can do well over 23,000! Ok ok, this is way less than the 200,000 or so that Squall or Zell can do at times, but it's really dependable. ---Zell Dincht--- MAX HP 4018 6778 Str 163 164 Spd 35 Vit 122 125 Luck 20 Mag 132 134 Eva 3% Spr 116 119 Hit 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 last around 4, 6, 9 or 12 seconds. He'll start with Punch Rush for the 4 and 6 second version but will use Booya first if he gets the 9 or 12 second version, so don't expect the same moves to can be linked after them. Note however, only certain moves can link after another and certain moves only links after a certain combination of moves (finishing blows are one of them.) For example, Mach Kick can always link after Dolphin Blow but Heel Drop cannot. Meteor Strike can link after Dolphin Blow only if Mach Kick was done before Dolphin Blow. These combinations of moves are sometimes quite confusing and I don't recommend you memorize every single link. To help you, the game gives you a list of the moves that can be linked after the move you're currently executing and their combinations, but you'll take less time if you knew which attack to do without having to look at it. Try practice this until you have come up with a certain pattern of the moves that you like, or try to recognize any "loops" (ie, 2 or 3 attacks that links into each other and can be repeated." Zell's Limit Break has the highest damage potential (yes even higher than Squall's Lion Heart finishing blow) but it all comes down to skill - memorizing few of the critical links and a quick tapper.) Practice makes perfect! Zell starts the game with 4 basic attacks and 1 finishing blow. He can learn the rest from reading Combat King magazines found throughout the world or bought in Esthar. -Punch Rush- Combination: O, X Just 3 repeated punches, nothing too special. This is also his weakest attack but it's kinda easy to tap and links before and after most moves. -Booya- Combination: Right, Left This looks like a headbutt but it's actually a knee! (Is it?) I found this is the easiest move to tap and does about the same damage as Punch Rush (ie, lower than the rest of his attacks.) Links too and from Punch Rush, thus making an easy loop that's preferred over his more spectacular moves by experts. -Heel Drop- Combination: Up, Down This looks weird as Zell lifts one of his leg up as if he's doing a vertical split then bring it down at the enemy. I guess you can sorta call it an Axe Kick. Slightly more damaging than the previous and the motion is just as simple to do. The disadvantage is that few moves links to this. -Mach Kick- Combination: Left, Left, O Zell kicks the enemy with a high roundhouse. I like this move. It does about 1.5 times as much damage than Punch Rush/Booya and isn't all that hard to tap. It links to and from Dolphin Blow, which is the loop that I use often. -Dolphie Blow- Combination: L1, R1, L1, R1 Combat King issue: 001 Like Tifa's attack from FFVII except there are 2 dolphins instead of one, and you can see the ocean behind the enemy. Does the most damage out of all the normal moves but requires 4 buttons to activate, but isn't all that hard to do if you practice. (I can sometimes do this in less time than Punch Rush, since I don't like the latter very much.) -Meteor Strike- Combination: Up, O, Down, O Combat King issue: 002 This looks just like Tifa's from FFVII, but it works differently. Zell lifts the enemy up with one arm (gosh he's strong, but what's even more impressive is that Tifa is as strong as Zell is!), leaps into the air and yank them back to the ground. As hinted from the magazine article ("...the bigger they are, the harder they fall.."), this move is of gravity elemental. (Ok, gravity attacks ain't defined as an element like in FFVII, but since they're used so much and are so wonderfully useful, I might as well give them credit and their own respective element that they deserve.) I think this does damage equal to 75% of the target's maximum HP, but it cannot do more than 9999 damage per hit. Also, it does not work on most bosses (but I think Mobile Type 8 is one which this attack DID work.) Against enemies with HUGE defence and HP (Ruby Dragons, Iron Giants etc.) you'd want to use this as often as possible, since it will do 9999 damage per hit, very worthwhile against those enemies. NOTE! The only enemy where this did not work on was a Behemoth The motion is quite easy to do (despite how the magazine says this is tricky) but won't link after many moves. Note if this attack does 0 damage, it means that the enemy is dead. The below moves are finishers, meaning that no matter how much time is left on the timer, Duel will end upon executing these moves. They will show up on the screen with their names flashing and they're all very tricky moves to do. Also, you can't just pull them right off the air, as they require a certain combination of moves to be done in a series before the option for a finishing blow becomes available. Remember, the pre-requisite moves are only the simplest chains that a finisher can be invoked! Meaning you can chain anything before the pre-requisite moves and still trigger the finishing blow. Note I don't know who started this whole thing about Zell must be at a certain level to use a certain finishing blow. I was able to use ALL of them at LEVEL 12!!! Go figure. -Burning Rave- Combination: Down, Down, Down, Down, Circle Prerequisite moves: Booya, Heel Drop, Meteor Strike, Booya or: Punch Rush, Mach Kick, Punch Rush, Heel Drop Zell steps back and punches the ground with his fist as it cracks and the chasm travels to the enemy then explodes, sending the enemy high up into the air. This is really disappointing for a finishing blow. Does about 2 times the damage of his weak attacks and that's it! It's not worth the effort! -Meteor Barret- Combination: 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 Beat- Combination: 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 Heaven- Combination: 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: * Booya, Punch Rush, Booya, Punch Rush, repeat. This is also called Armageddon Fist by some (don't know who started it though) and it's also fairly useful. 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. * 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 use Meltdown for more) 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 pre- requisite Booya if you want to (and if you're quick enough!) ---Rinoa Heartilly--- MAX HP 4181 6851 Str 180 186 Spd 36 Vit 115 120 Luck 22 Mag 148 162 Eva 3% Spr 123 126 Hit 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 exactly 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 skills will be executed when Rinoa uses his 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 Cannon- Pet 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 Strike- Pet 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 Moon- Pet 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 Holy War and Hero has no effect on Rinoa. This skill has a fair chance of being executed and I think the effect lasts longer as Rinoa's level increases. -Wishing Star- Pet Pals issue: 6 Rinoa and Angelo runs towards the enemy and disappears while the background turns into a colored star field. Multiple shooting stars zooms across the screen and hurts all enemies for quite a number of hits. If you look closer, the stars are actually Angelo! I was really disappointed at this move when I first saw it. First, the rate which this attack appears is EXTREMELY low (about 5% max) and second, it wasn't as strong as I heard it was. Each hit did around 2000 points of damage for about 10+ hits. I've heard this attack can do 9000+ damage per hit though, but I'm not in the mood to spend about half an hour trying to see this move again! I saw this again and it's actually really impressive since she actually did 8000+ damage her hit!!! Although the chance that Rinoa will use this is really low making it rather unreliable when you REALLY want high damaging attacks. Anyone knows how you can raise the chance of Wishing Star appearing? I know that not learning Angelo Strike and/or Invincible Moon is one way but that Angelo Cannon can really get on my nerve! One thing that I forgot is that the weaker Rinoa is, the more likely that she uses Wishing Star. Lower her HP a lot (2 digits) and even give her bad status (not Poison though, as it's deadly when her HP is so low) like Silence and Darkness. Maybe if you cast Aura over it, it'll raise the chance even more. The 4 skills below are automatically but randomly executed when the conditions are met. -Angelo Rush- Pet Pals issue: None, initial attack Condition: Rinoa gets attacked by a physical attack Angelo rushes across the screen at high velocity and charges into the enemy. This works on the same basis as Shadow's dog Interceptor's Take Down, which is basically a counter attack. This attack sucks in many ways. One is that it's terrible when you want to keep the enemy alive to draw spells from or card them. This usually ruins it for you. The damage Angelo does is no where near as much as Interceptor. So this means one thing: Rinoa is a terrible character if you want to card enemies. -Angelo Recover- Pet Pals issue: 2 Condition: Any ally in critical condition Angelo comes onto the screen and uses an item on the ally in critical condition and restores their HP. I don't like this skill either. Sometimes I purposely lower an ally's HP so they can use Limit Breaks easily but no.. Angelo comes along and heals them. The amount healed varies, but usually a lot, I've seen as low as 1500+ to about 6000+! Not bad if you really need healing in a boss fight or something. Note a character who is not Rinoa CAN receive the benefit of his skill too. -Angelo Reverse- Pet Pals: 4 Condition: Ally KO'd Angelo comes into battle and uses a Phoenix Down on a fallen ally Now this is a useful one, but it would help if it happens a little more often. I've seen this only ONCE during my 80 hour game. What's neat about this is when an ally is revived, their HP would be critical and you can execute Limit Breaks easily. -Angelo Search- Pet Pals: 5 Condition: Don't know (Random?) Angelo runs into the battle field, sniff the ground and begins to dig. He then finds an item and gives it to Rinoa, then he receives a treat for his hard work. I haven't seen this yet as it happens rarely. I've heard that most of the time you'll get really crappy stuff like Potions mainly, Phoenix Downs etc. But it can also net you some really good stuff at times though, I've heard of Force Armlets and Elixirs. Hmm, I should really give this a try. Thanks to FeralNoa, Qualera and Allan Mills for all the info on this move. Angel Wing After the scene in space (and a terrible micro-game!), Rinoa gains a new Limit Break. You can use this while inside Ragnarock the first time. With this, a pair of wings appears on Rinoa's back and she gets lifted into the air, then she comes back onto the ground like if nothing had happened. You'll notice the effect soon though, as you'll realise that you cannot control her any more, as she's gone berserk in a way. Whenever Rinoa's turn comes up, she will cast a _random_ spell on a random enemy. The quality of the spell is really quite a mixed bag. Rinoa will either cast a really powerful spell like Ultima or a really sloppy status spell like Sleep, and Scan/Dispel occasionally. What's sorta worthwhile about this is that the power of a damage- dealing spell is increased by 5 times, WOW! (Watch out for Meteor, it's a real killer on a single enemy. Can do upwards of 40000 damage!) However, she rarely uses one of them (about 5 crap spells per 1 good spell) which makes Angel Wing no better than her terrible Angelo skills. 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, and certain weaker attack 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 the Berserk without the damage bonus! There's still much to discuss about Rinoa's Angel Wing, -Skrybe- 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 CAN NOT 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. Haven't been able to confirm this though. Also, Selphie's Slot spells _can_ all be obtained as stocked REGULAR spells through a GameShark, but it is unknown if Rinoa will cast them through Angel Wing. Here's a tip from EdwChang@aol.com: Simply get rid of all of Rinoa's lesser use spells that ain't being junctioned such as all status spells and Dispel. Keep as many Holies, Flares, Ultimas, Meteors or just whatever you feel is powerful to raise her chance of casting a better spell in Angel Wing. Oh yeah, don't forget to boost her Magic and Speed attributes, as it can get pretty powerful when you get a good spell, especially Meteor, and with a high Speed, Rinoa can cast more spells before the enemy's turn comes up, which kinda makes up for the fact that she cannot be controlled. Here's what Another Gamer's strategy: Get rid of all offensive spells except for Meteor, it'll do more damage than Ultima. This is like a refined version of the above strategy except the ONLY spell Rinoa will ever use is Meteor. With a good Magic attribute and the Angel Wing status, I've seen a comet doing up to 4000+ damage each! (And there's 10 of them!) It's much more reliabe than hoping for Wishing Star with her Angelo skills. The bad point of this is that you'll miss out a lot of junction potentials of Ultima. Try this out and see what you think. ---Selphie Tilmitt--- MAX HP 3680 6440 Str 157 162 Spd 37 Vit 115 120 Luck 26 Mag 136 141 Eva 3% Spr 123 130 Hit 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 cast on a 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. 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 Cure- This 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. -Wall- A 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. -Rapture- A 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 End- EVERYBODY 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. NOTE! I know that there are 2 extra unique spells that Selphie is supposed to have but hasn't been put into the game due to time constraints (I think) but are obtainable via a GameShark. If you've seen these 2 spells then please tell me what they looked like and what their effects are. Finally, someone's e-mailed me about her hidden spells. Percent will lower all target's HP to critical (which would make Devour and Card commands ultra useful) and Catastrophe which deals a large sum of non-elemental damage to all targets like Ultima/Apocalypse, or even better, Selphie's version of Shockwave Pulsar!!! Thanks -Skrybe- for the information, now only if someone can send me the description and other stuff. Oh yeah, you can also obtain every single unique spells from Slots as stocked regular spells to use at your own leasure! However, no one knows the junction potentials of these 6 great spells. C'mon guys, get your GameSharks on and try it out! (I don't have the codes though, but try Scott Ong's guide.) Since time is not paused when Selphie uses her Slots, try to use it when another character/enemy is executing a lengthy action (casting a spell etc.) The best way to select your spell is to do it during a GF summoning animation, if you wanna give up Boost for it that is. Diablos is the best since his attack is lengthy and don't use Boost. The spell to look for depends on your situation. Early on in the game, basic elementary spells can satisfy most purposes and may actually top Squall or Zell's Limit Breaks! Later in the game however, her usefulness pans out since everyone else has at least one really powerful attack or defensive skills. So Selphie is best used as a healer with her Full Cure. Her Wall is also good if you don't have Quistis. If you manage to get Aura then you might as well use it. Haste is also fairly decent. As for offence, the best Selphie can do is probably multiple Meteors for single targets or multiple Ultimas for multiple targets. (Meteor will actually do respectable damage when her Magic attribute is 255.) If you manage to get The End, you can end the fight in one shot! (You might not want to do it though, as it kinda spoils the fun in a boss fight.) EASY SLOT JACKPOT! ================================================== |Thanks to Matt for this trick. | | | |Have you tried to strike it lucky with Selphie's Slots but don't | |get any good magic? Try this trick. | | | |Make sure that Selphie is in critical condition, or under Aura. Now| |have another team member cast a spell (any will do, preferably a | |cheap one) but before the spell is executed, press the "Open" | |button on your PlayStation to open the lid. The game will try to | |load the spell off the CD but it cannot, so the game will kinda | |"soft" freeze. Take advantage of this time to cycle through | |Selphie's Slots for desirable spells, then close the lid and | |resume play. | | | |Since the time is paused, you virtually have an eternity to cycle | |for your favourite spells, but this trick is not without flaws. One| |big drawback is that the spells offered with this is quite limited.| |If you keep cycling for ages and ages, it'll eventually "recycle" | |the old spells, meaning if you do not get say The End for the first| |40 times, you will never get it. But this is still a nice trick | |though, enough to keep Selphie fans happy. :) | ===================================================================== ---Irvine Kinneas--- MAX HP 4120 6730 Str 156 157 Spd 39 Vit 108 118 Luck 21 Mag 128 129 Eva 3% Spr 105 115 Hit 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 though. Limit Break: Shot Hehe, his Limit is fun. 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 Ammo- RF 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 a C in Speed indicates it can be fired about 4 times for the shortest Shot Limit Break interval. -Normal Shot- (Normal Ammo) Power: C Speed: B Acquirability: A Overall Usefulness: C+ This resembles Irvine's normal attack, only shot multiple times in succession. The cheapest ammo is actually quite efficient, it can be bought in most stores. The speed is good and the damage is equivalent to his normal attacks. Needless to say, if Irvine has very high Str, this attack can be quite strong and for a low price. I use this attack the most. -Scatter Shot- (Shotgun Ammo) Power: D Speed: B Acquirability: A Overall Usefulness: D Looks similar to Normal Shot but hits all enemies. This has the same speed as Normal Shot, but it's only about half as strong. There are not very many situations in the game where you need to target multiple enemies at the same time so this shot is a waste. -Dark Shot- (Dark Ammo) Power: D- Speed: B Acquirability: B Overall Usefulness: C+ Irvine shoots a granade that explodes into a green cloud. I like this. It's the weakest ammunition there is but it has decent speed and has a chance of giving the enemy a random negative status per shot. I've seen Poison, Darkness, Silence and Sleep. Can also be gotten fairly easily. -Flame Shot- (Fire Ammo) Power: B Speed: C Acquirability: B- Overall Usefulness: C Not quite a flamethrower but Irvine launches a burst of flame similar to that of Opera's long ranged version of Flame Launcher in SO2. The only elemental shot there is, so it can either be extremely useful or completely useless. The fire elemental nature of this attack is good against certain enemies like Malboro, as it will do double damage. The damage done with Flame Shot unde neutral elemental resistance is about twice that of Normal Shot. -Canister Shot- (Demolition Ammo) Power: B+ Speed: F Acquirability: 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- Irvine fires rapid shots at an enemy, but not quite machinegun standards. Does about the same damage as Dark Shot but it can shoot 2-3 bullets per 1 Normal Ammo! Since it is fired so many times, the rate of a critical attack pops up is also the highest among all shots. The only drawback is that the ammunition runs out faster than the rate at which Lara Croft's boobs grows, so keep plenty of them in stock. -Armor Shot- (AP Ammo) Power: A+ Speed: E Acquirability: C- Overall Usefulness: B+ Irvine blasts a thin beam of laser which penetrates the enemy's defence. Probably the one of the best ammunition in the game. It's did 9999 damage when I didn't junction anything in Irvine's Str (his normal attack was doing only 1100+ damage!) It's not too hard to get, Chef's Knives can nets you loads of this, and they're reasonably easy to acquire. It's slow though, and you won't even notice a critical hit, so IMO, Fast Ammo is more useful. -Hyper Shot- (Pulse Ammo) Power: S+ Speed: E Acquirability: E Overall Usefulness: D Irvine fires a huge beam of intense light at the enemy. I'm not sure if this damages all enemies, but it seems so. It's exceptionally hard to get your hands on (but it wont be much of a problem if you use the infinite Elnoyle encounter to your advantage.) Slow like Ammo Shot, but it almost always do 9999 damage, meaning all critical hits will be wasted. You can shoot 3 times during the shortest time interval, meaning doing 29997 points of damage, but with 255 Str, Quick Shot can hit 10+ times, for ~2500 each hit, plus critical hits, meaning there's a much greater chance of doing more damage if you just stick to Quick Shot. ---Seifer Almasy--- Thanks to Colin Pentney who took the time to level Seifer to level 100 and sent in the stats. The value to the left is Seifer's at level 100 WITHOUT any bonuses, the one on the right is the estimated maximum acquirable with the bonuses. It is served mainly to compare with the max stats of the other characters. Est. MAX HP 5823 8553 Str 60 151 Spd 45 Vit 39 130 Luck 19 Mag 45 136 Eva 4% Spr 38 129 Hit 255% Comments on stats: Geez, Seifer's stats rivals even that of Rinoa's! His Str is the lowest though, but that's because he cannot upgrade his weapon and is stuck with a crap gunblade. (If he did, add 13 points to his Str, and he'll have standard Str.) He has the highest Vit and Spr. Don't go away yet, look at this HP and Spd. WOW! His max HP is about 2000 higher than most and he's even faster than Irvine! All that plus the ability to hit with perfect precision, 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 Mercy- Seifer 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 Slice- Seifer 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 Reverse- It'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. -Bloodfest- Seifer burns all targets with a Fire spell then leaps into the air and slashes with his gunblade in the shape of a cross. A flaming cross appears on the ground below his targets and it begins to sink, until it finally colapses. Something like that. 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.) ---Edea Kramer--- Thanks to Qualera for Edea's level 100 stats. Est. MAX HP 3777 5997 Str 61 135 Spd 31 Vit 20 94 Luck 15 Mag 55 129 Eva 2% Spr 45 121 Hit 97% Comments on stats: Nothin' to see here. Edea is no where near as good as Seifer and is even weaker than all normal party members, but who can blame her? She starts at such a high level of 26. Low HP, very low Vit and Spd but has ok Mag and Spr. The only interesting thing about Edea is her Str. It is the highest even though she's a magic user and uses no weapons. Limit Break: Sorcery Well, sorcery is everything to a sorceress, but Edea seems to be quite limited in her sorcery skills, at least in battle. I've only seen one sorcery skill. -Ice Strike- Edea gets angry and icicles start to materialize in thin air, then she directs them at the enemy. No this does not do ice elemental damage. It's not a bad attack though, but don't expect too much since it still does 1 hit and only targets one enemy. > Any others?? *********************************************************************** *********************************************************************** ******************************Weapons********************************** *********************************************************************** ----------------- | Squall Leonhart | ----------------- Stats Items Needed Dropped By -------------------- ------------------ ----------------------- | Revolver | M-Stone Piece(2) | Bite Bug,Funguar,Buel | | Cost:100 Gil | | Creeps,Belhelmel,Worm | | Atk:11 | | Blitz,Death Claw etc. | | Hit:255 |------------------|----------------------- | Limit:Rough Divine | Screw(2) | Geezard,GIM47N | -------------------- ------------------ ----------------------- -------------------- ----------------- ------------------------ | Shear Trigger | Steel Pipe(1) | Wendigo,GIM47N | | Cost:200 Gil | | | | Att:14 | | | | Hit:255 |----------------- ------------------------ | Limit:Rough Divine | Screw(4) | Geezard,GIM47N | | Fated Circle | | | -------------------- ----------------- ------------------------ -------------------- ----------------- ------------------------ | Cutting Trigger | Mesmerize Blade | Mesmerize | | Cost:400 Gil | | | | Atk:18 |----------------- ------------------------ | Hit:255 | Screw(8) | Geezard,GIM47N | | Limit:Rough Divine | | | | Fated Circle | | | -------------------- ----------------- ------------------------ -------------------- ----------------- ----------- | Flame Saber | Betrayal Sword | Forbidden | | Cost:600 Gil | | | | Atk:20 |----------------- ----------- | Hit:255 | Turtle Shell | Armadodo | | Limit:Rough Divine |----------------- ----------- | Fated Circle | Screw(4) | Geezard | | Blasting Zone | | GIM47N | -------------------- ----------------- ----------- -------------------- ------------ ------------ | Twin Lance | Dino Bone | T-Rexaur | | Cost:800 Gil |------------ ------------ | Atk:22 | Red Fang | Hexadragon | | Hit:255 | | Chimera | | Limit:Rough Divine |------------ ------------ | Fated Circle | Screw(12) | Geezard | | Blasting Zone | | GIM47N | -------------------- ------------ ------------ -------------------- ------------------ ---------------- | Punishment | Chef's Knife | Tonberry | | Cost:1000 Gil |------------------ ---------------- | Atk:22 | Star Fragment(2) | Iron Giant | | Hit:255 |------------------ ---------------- | Limit:Rough Divide | Turtle Shell | Armadodo | | Fated Circle |------------------ ---------------- | Blasting Zone | Screw(8) | Geezard,GIM47N | -------------------- ------------------ ---------------- -------------------- ---------------- ------------- | Lion Heart | Adamantine | Adamantine | | Atk:30 |---------------- ------------- | Hit:255 | Dragon Fang(4) | Blue Dragon | | Limit:Rough Divide | | Hexadragon | | Fated Circle |---------------- ------------- | Blasting Zone | Pulse Ammo(12) | N/A | | Lion Heart!!!! | | | -------------------- ---------------- ------------- Pulse Ammo can be gotten by using Ammo-RF and refining Energy Crystals, or Laser Cannons to get Pulse Ammo You can steal Adamantine from BGH251F2 when you fight him at Fisherman's Harbor ----------------- | Rinoa Heartilly | ----------------- Stats Items Needed Dropped By --------------------------------------------------------- | PinWheel | M-Stone Piece(3) | Bite Bug,Funguar,Buel | | Cost:100 Gil | | Jelleye,Lefty,Blitz | | Atk:11 | | Blitz,Gesper,Righty | | Hit:99 | | Belhelmel,Blobra | --------------------------------------------------------- --------------------------------------------------------- | Valkyrie | Shear Feather(1) | Death Claw | | Cost:200 Gil |------------------------------------------ | Atk:14 | Magic Stone(1) | Bite Bug,Buel,Ochu | | Hit:101 | | Glacial Eye,Jelleye | --------------------------------------------------------- ----------------------------------------- | Rising Sun | Saw Blade(1) | Belhelmel | | Cost:400 Gil |-------------------------- | Atk:18 | Screw(8) | Geezard | | Hit:103 | | | ----------------------------------------- --------------------------------------------------------------- | Cardinal | Cockatrice Pinion(1) | Cockatrice | | Cost:800 Gil |------------------------------------------------ | Atk:24 | Mesmerize Blade(1) | Mesmerize | | Hit:104 |------------------------------------------------ | | Sharp Spike(1) | Grand Mantis,Death Claw | --------------------------------------------------------------- --------------------------------------------------------------- | Shooting Star | Windmill(2) | Thrustaevis,Abyss Worm | | Cost:1000 Gil |----------------------------------------------- | Atk:28 | Regen Ring(1) | Torama,Lefty,Chimera | | Hit:107 |----------------------------------------------- | | Force Armlet(1) | Ochu,Forbidden,Edea | | |----------------------------------------------- | | Energy Crystal(2) | Elnoyle,Behemoth | --------------------------------------------------------------- *********************************************************************** *********************************************************************** *************************Guardian Forces******************************* *********************************************************************** ----------- | GF basics | ----------- -Guardian forces level up with you as long as they are equipped. They do not have to be used to gain experience. If you have more than one GF equipped on a character then the experience recieved will be split up into the number of the guardian forces that you have equipped -Leveling up a Guardian force makes it more powerful, and increases its maximum HP level. When you summon a Guardian force, the amount it takes to show up is affected by its compatibility -There are a couple of ways to increase compatibility, the maximum it can reach is 1000 1.Every time that the selected GF is used in battle, then the compatibility increases by 20 2.Evert time a magic of the same element is used as the GF, then the compatibility increases by a small amount 3.Many items that some enemies drop increase the compatibility of the GF that is the same element. EXAMPLE: The cactus thorn that the Cactaur enemies on Cactaur island increase Jumbo Cactaur's compatibility by three each time that they are used -GF's are very vital to your survival as only with the GF's power to Junction magic to your stats will you be able to survive in the wolrd of FF8 -Junctioning is very easy 1.After equipped the GF, back out with the Triangle button 2.You can junction magic to the stats that are highlighted in white, which are the junction abilities that the GF has learned 3.Different types of magic raise your stats by different amounts look for a junctioning section in this faq soon -A GF can learn a maximum of 22 abilites, some items you find during your adventure will teach your GF's different abilities -If you have a maximum of abilites learned and want to teach your GF a new move, then buy some Amnesia Greens, which are available in almost every store at every town -Its pointless to keep some lower level abilites EXAMPLE:You have an item that teaches you the ability Strength+60%, and your GF has the Strength+20%, and Strength+40% abilites. Its best to use amnesia greens to forget the Strength+20% ability, and teach your GF the ability of Strength+60% BOOST SHOULD BE LEARNED IMMEDIATELY -It only costs 10 AP to learn, and it will power up your GF's attack by a significant amount. -To use it after you learned it 1.When the attack starts, press the Select Button 2.You should see a little square symbol with a 75 3.Start pressing square until you see an X appear ----------------------------------------------------------- | Quezacotl | | Element:Thunder | | Starting Level:1 | | Starting Hp:300 | | Found At:Access Squall's study panel from his desk in the | | classroom at Balamb Garden. Select Tutorial option, and | | Quezacotl will be recieved along with Shiva | | GF's Attack:Thunder Storm | | Deals thunder based damage to all enemies, best used | | against machine, or robot-like enemies. More damage with | | the boost skill. | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Vital Statistics | - - - - - - - - - - - - - - | Level HP Atk.Power | --------------------------- | 1 300 275 | | 10 754 572 | | 20 1266 902 | | 30 1786 1232 | | 40 2314 1562 | | 50 2850 1892 | | 60 3394 2222 | | 70 3949 2552 | | 80 4506 2882 | | 90 5074 3212 | | 100 5650 3542 | - - - - - - - - - - - - - - | Abilities | - - - - - - - - - - - - - - - - - | Ability AP Leads To | - - - - - - - - - - - - - - - - - | Hp-J 50 N/A | | Vit-J 50 Elem-Def-J| | Mag-J Learned N/A | | Elem-Atk-J 160 N/A | | Elem-Def-J 100 Elem-Def*2| | Elem-Def*2 130 N/A | | Magic Learned N/A | | GF Learned N/A | | Draw Learned N/A | | Item Learned N/A | | Card 40 Card Mod | | Mag+20% 60 Mag+40% | | Mag+40% 120 N/A | | SumMag+10% 40 SumMag+20%| | SumMag+20% 70 SumMag+30%| | SumMag+30% 140 N/A | | GFHP+10% 40 GFHP+20% | | GFHP+20% 70 N/A | | Boost 10 N/A | | T Mag-RF 30 Mid Mag-RF| | Mid Mag-RF 60 N/A | | Card Mod 80 N/A | --------------------------------- Useful Abilites: First learn all the Junction abilites so your characters will be able to junction to more stats at once. The Card command lets you change enemies to cards, and get some pretty rare cards from the enemies, which can be useful if you plan to get some of the more powerful cards later in the game, or even some of the best items using the other useful card ability that Quezacotl provides, the Card Mod which changes the cards that you own into really poweful items. This is most useful near the end of the game when you get some of the more powerful cards. The Refinement skills can also produce some good magic from the items that you find from enemies in the field. ----------------------------------------------------------- | Shiva | | Element:Ice | | Starting level:1 | | Starting Hp:298 | | Found At:Access Squall's study panel from his desk in the | | classroom at Balamb Garden. Select Tutorial option, and | | Shiva will be recieved along with Quezacotl | | GF's Attack:Diamond Dust | | Shiva appears and does ice damage to the enemies. More | | damage with the boost ability. This does the most damage | | against enemies of Fire element like enemies in the | | fire cave, and Ifrit in the fire cave also. | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Vital Statistics | - - - - - - - - - - - - - | Level HP Atk.Power | - - - - - - - - - - - - - | 1 298 263 | | 10 734 564 | | 20 1226 897 | | 30 1726 1230 | | 40 2234 1564 | | 50 2750 1897 | | 60 3274 2230 | | 70 3806 2563 | | 80 4346 2897 | | 90 4894 3230 | | 100 5450 3563 | - - - - - - - - - - - - - | Abilities | - - - - - - - - - - - - - - - - - - - - | Ability AP Leads To | - - - - - - - - - - - - - - - - - - - - | Str-J 50 Elem-Atk-J | | Vit-J 50 Vit+20% | | Spr-J Learned N/A | | Elem-Atk-J 160 N/A | | Elem-Def-J 100 Elem-Def*2 | | Elem-Def*2 130 N/A | | Magic Learned N/A | | GF Learned N/A | | Draw Learned N/A | | Item Learned N/A | | Doom 60 Gained at lvl.10 | | Vit+20% 60 Vit+40% | | Vit+40% 120 N/A | | Spr+20% 60 Spr+40% | | Spr+40% 120 N/A | | SumMag+10% 40 SumMag+20% | | SumMag+20% 70 SumMag+30% | | SumMag+30% 140 N/A | | GFHP+10% 40 GFHP+20% | | GFHP+20% 70 N/A | | Boost 10 N/A | | I Mag-RF 30 N/A | --------------------------------------- Useful abilities: Learn all the junction abilites early in the game so you can improve your stats with these. The Vit+40%, and Spr+40% are also useful for raising stats by a large amount, especially later in the game. The refinement ability is great to change items into powerful magic for junctioning as early as possible since it only costs 30 AP points --------------------------------------------------------------------- | Ifrit | | Element:Fire | | Starting Level:1 | | Starting Hp:305 | | Found at:Ifrit will join your party as a GF once you find him, and | | defeat him early in the game in the fire cave. | | GF's attack:Hell Fire | | Ifrit appears, and does massive fire elemental damage against all | | enemies. This is best used against Ice elemental enemies. More | | damage will be done with the boost skill. | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Vital Statistics | - - - - - - - - - - - - - - - | Level Hp Atk.Power | - - - - - - - - - - - - - - - | 1 305 298 | | 10 804 607 | | 20 1366 950 | | 30 1936 1293 | | 40 2514 1636 | | 50 3100 1980 | | 60 3694 2323 | | 70 4296 2666 | | 80 4906 3009 | | 90 5524 3352 | | 100 6150 3695 | - - - - - - - - - - - - - - - - - | Abilities | - - - - - - - - - - - - - - - - - - | Ability AP Leads To | - - - - - - - - - - - - - - - - - - | HP-J 50 N/A | | Str-J Learned N/A | | Elem-Atk-J Learned N/A | | Elem-Def-J 100 Elem-Def*2 | | Elem-Def*2 130 N/A | | Magic Learned N/A | | GF Learned N/A | | Draw Learned N/A | | Item Learned N/A | | Mad Rush 60 Gain at lvl.10 | | Str+20% 60 Str+40% | | Str+40% 120 Str Bonus | | Str Bonus 100 N/A | | SumMag+10% 40 SumMag+20% | | SumMag+20% 70 SumMag+30% | | SumMag+30% 140 N/A | | GFHP+10% 40 GFHP+20% | | GFHP+20% 70 GFHP+30% | | GFHP+30% 140 N/A | | Boost 10 N/A | | F Mag-RF 30 N/A | | Ammo-RF 30 Gain at lvl.10 | ----------------------------------- Useful abilites:Str Bonus is a must learn early in the game as it increases your attack by one everytime that you gain a level as long as you have it junctioned as one of your commands. Ammo-RF is a must once you get Irvine so you can get some of his more powerful ammo for his limit breaks.HP-J is also good for raising your Hp very early in the game. F Mag-RF will help you defeat Diablo early in the game, so see the walkthrough for strategies on how to beat Diablo easily early in theg game with low levels. Mad rush is pretty useless as all it does is cast Haste,protect, and Berserk on all your characters which can be good in some random battles, but in tough boss battles it will be deadly because you cannot control your characters when they have the berserk status on them, so that means no healing magic, or items. ------------------------------------------------------------------- | Siren | | Element:None | | Starting Level:3 | | Starting Hp:391 | | Found At: Siren must be drawn from the Boss fight with Elvoret on | | top of the Communications tower | | GF's Attack:Silent Voice | | Siren appears and casts silence of all enemies, while | | doing small damage. Siren's attack power is lower than all other | | attacking Gf. More damage will be done with the boost skill. | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Vital Statistics | - - - - - - - - - - - - - - | Level Hp Atk.Power | - - - - - - - - - - - - - - | 3 391 223 | | 10 724 393 | | 20 1206 634 | | 30 1696 875 | | 40 2194 1115 | | 50 2700 1356 | | 60 3214 1596 | | 70 3736 1837 | | 80 4266 2078 | | 90 4804 2318 | | 100 5350 2259 | - - - - - - - - - - - - - - | Abilities | - - - - - - - - - - - - - - - | Ability Ap Leads To | - - - - - - - - - - - - - - - | Mag-J Learned N/A | | ST-Atk-J Learned N/A | | ST-Def-J Learned N/A | | St-Def-J*2 130 N/A | | Magic Learned N/A | | GF Learned N/A | | Draw Learned N/A | | Item Learned N/A | | Treatment 100 Gain at L.10 | | Mag+20% 60 Mag+40% | | Mag+40% 120 Mag Bonus | | Mag Bonus 100 N/A | | Move-Find 40 N/A | | SumMag+10% 40 SumMag+20% | | SumMag+20% 70 SumMag+30% | | SumMag+30% 140 N/A | | GFHP+10% 40 GFHP+20% | | GFHP+20% 70 N/A | | Boost 10 N/A | | L Mag-RF 30 N/A | | St Med-RF 30 N/A | | Tool-RF 30 N/A | ----------------------------- Useful abilites:Mag bonus is best earned early on if you want a magic powerhouse later in the game. Its best given to Rinoa, and she'll gain one magic power each time she gains a level. Move-Find allows you to find hidden draw points, and save points in dungeons. Treatment is another great ability since it cures all abnormal status for no cost. ST-Atk-J, and St-Def-J allow you to put some status abnormalities, while preventing yourself from getting any status abnormalities. L Mag-RF lets you get Cure magic from stores. Get as many Tents as you can early in the game from stores and with this RF ability you will be able to get 20 curaga which raise HP a good amount from each Tent. --------------------------------------------------------------------- | Brothers | | Element:Earth | | Starting Level:7 | | Starting HP:670 | | Found At:The Brother's GF is obtained after you go through the tomb | | of the Unknown King. You must defeat Sacred first and then find, | | and defeat both of them for them to join you. | | GF's attack:Brotherly Love | | Both of the brothers appear, and deal Earth elemental damage to all | | enemies. This does most damage to enemies weak against earth and | | does no damage to flying enemies. More damage will be done with the | | Boost skill. | - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - | Vital Statistics | - - - - - - - - - - - - - - | Level Hp Atk.Power | - - - - - - - - - - - - - - | 7 670 529 | | 10 824 632 | | 20 1406 977 | | 30 1996 1322 | | 40 2594 1667 | | 50 3200 2012 | | 60 3814 2357 | | 70 4436 2702 | | 80 5066 3047 | | 90 5704 3392 | | 100 6350 3737 | - - - - - - - - - - - - - - | Abilites | - - - - - - - - - - - - - - - - | Ability AP Leads To | - - - - - - - - - - - - - - - - | HP-J Learned N/A | | Str-J 50 Elem-Atk-J | | Spr-J 50 Elem-Def-J | | Elem-Atk-J 160 N/A | | Elem-Def-J 100 N/A | | Magic Learned N/A | | GF Learned N/A | | Draw Learned N/A | | Item Learned N/A | | Defend 100 N/A | | HP+20% Learned N/A | | HP+40% 120 HP+80% | | HP+80% 240 HP Bonus | | HP Bonus 100 N/A | | Cover 100 N/A | | SumMag+10% 40 SumMag+20% | | SumMag+20% 70 SumMag+30% | | SumMag+30% 140 N/A | | GFHP+10% 40 GFHP+20% | | GFHP+20% 70 GFHP+30% | | GFHP+30% 140 N/A | | Boost 10 N/A | ------------------------------- Useful abilites:The main focus of Brothers is to raise a characters HP. Hp-J allows for junctioning to HP, and should be learned quickly, and the HP+ abilites are also very useful in raising a characters HP, and you can easily have 9999HP in no time with these abilites. HP Bonus raise a characters HP by 30 each time that he/she gains a level so its very useful as long as it is learned early. Other than those ablities most of the otehr abilites are pretty useless. ------------------------------------------------------------------ | Diablos | | Element:None | | Starting Level:9 | | Starting HP:730 | | Found At:Defeat Diablos after using the Magic Lamp that Cid gave | | you. See Strategy in walkthrough, he's pretty hard. | | GF's Attack:Dark Messenger | | Diablo appears and does damage dependent on his level and the | | Max HP of the enemy character. | ------------------------------------------------------------------ | Vital Statistics | - - - - - - - - - - *********************************************************************** *********************************************************************** *************************JUNCTIONING MAGIC***************************** *********************************************************************** ------------- | LIFE MAGIC | ------------- Cure Use:Restores a small amount of HP Range:One Ally HP:200 Str:4 Vit:15 Mag:4 Spr:15 Spd:3 Eva:4 Hit:2 Luck:2 Elemental Attack:None Elemental Defense:None Status Attack:None Status Defense:None Cura Use:Restores medium amounts of HP Range:One Ally HP:500 Str:8 Vit:28 Mag:8 Spr:28 Spd:4 Eva:5 Hit:3 Luck:3 Elemental Attack:None Elemental Defense:None Status Attack:None Status Defense:None Curaga Use:Restores a lot of HP Range:One ally HP:2200 Str:20 Vit:65 Mag:20 Spr:65 Spd:10 Eva:10 Hit:10 Luck:10 Elemental Attack:None Elemental Defense:None Status Attack:None Status Defense:None Death Use:Sometimes causes immediate death Range:One enemy HP:1800 Str:22 Vit:22 Mag:38 Spr:58 Spd:10 Eva:10 Hit:10 Luck:38 Elemental Attack:None Elemental Defense:None Status Attack:Death+100% Status Defense:Death+100% Holy Use:Inflicts Holy Damage Range:One enemy HP:3800 Str:55 Vit:28 Mag:45 Spr:48 Spd:10 Eva:18 Hit:24 Luck:14 Elemental Attack:Holy+100% Elemental Defense:Holy+200%(Absorb) Status Attack:None Status Defense:Death,Bio,Berserk,Zombie,Sleep,Curse,Confuse,Drain+40% Life Use:Brings a dead ally back to life with low HP Range:One ally HP:1200 Str:8 Vit:50 Mag:10 Spr:50 Spd:4 Eva:3 Hit:3 Luck:4 Elemental Attack:None Elemental Defense:Fire,Ice,Thunder,Earth,Poison,Wind,Water,Holy+30% Status Attack:None Status Defense:Death+20% Full-Life Use:Brings a dead ally back to life with full HP Range:One ally HP:4800 Str:20 Vit:80 Mag:20 Spr:85 Spd:8 Eva:10 Hit:8 Luck:20 Elemental Attack:None Elemental Defense:Fire,Ice,Thunder,Earth,Poison,Wind,Water,Holy+40% Status Attack:None Status Defense:Death+40% Regen Use:Restores small amounts of HP every couple of seconds Range:One ally HP:2600 Str:18 Vit:70 Mag:18 Spr:60 Spd:8 Eva:8 Hit:8 Luck:8 Elemental Attack:None Elemental Defense:None Status Attack:None Status Defense:None Zombie Use:Turns target into Zombie(Heal spells hurt,Death spells heal) Range:One enemy HP:800 Str:15 Vit:24 Mag:15 Spr:12 Spd:2 Eva:2 Hit:2 Luck:2 Elemental Attack:None Elemental Defense:None Status Attack:Zombie+100% Status Defense:Zombie+100% ------------ | Fire Magic | ------------ Fire Use:Minor Fire Elemental Damage Range:One Enemy HP:100 Str:10 Vit:4 Mag:10 Spr:4 Spd:8 Eva:6 Hit:10 Luck:8 Elemental Attack:Fire+50% Elemental Defense:Fire+50% Status Attack:None Status Defense:None Fira Use:Mediocre Fire Elemental Damage Range:One Enemy HP:200 Str:15 Vit:8 Mag:15 Spr:8 Spd:12 Eva:8 Hit:16 Luck:12 Elemental Attack:Fire+80% Elemental Defense:Fire+80% Status Attack:None Status Defense:None Firaga Use:High Fire Elemental Damage Range:One Enemy HP:1400 Str:30 Vit:16 Mag:30 Spr:16 Spd:14 Eva:10 Hit:20 Luck:14 Elemental Attack:Fire+100% Elemental Defense:Fire+150% Status Attack:None Status Defense:None Flare Use:Major Non-Elemental Damage Range:One Enemy HP:3200 Str:56 Vit:26 Mag:44 Spr:26 Spd:12 Eva:10 Hit:26 Luck:12 Elemental Attack:None Elemental Defense:Fire,Ice,Thunder+80% Status Attack:None Status Defense:None ----------- | Ice Magic | ----------- Blizzard Use:Cause minor elemental Ice damage Range:One Enemy HP:100 Str:10 Vit:4 Mag:10 Spr:4 Spd:8 Eva:6 Hit:10 Luck:8 Elemental Attack:Ice+50% Elemental Defense:Ice+50% Status Attack:None Status Defense:None Blizzara Use:Cause medium elemental Ice damage Range:One Enemy HP:200 Str:15 Vit:8 Mag:15 Spr:8 Spd:12 Eva:8 Hit:16 Luck:12 Elemental Attack:Ice+80% Elemental Defense:Ice+80% Status Attack:None Status Defense:None Blizzaga Use:Cause high elemental Ice damage Range:One Enemy HP:1400 Str:30 Vit:16 Mag:30 Spr:16 Spd:14 Eva:10 Hit:20 Luck:14 Elemental Attack:Ice+100% Elemental Defense:Ice+150% Status Attack:None Status Defense:None Water Use:Causes elemental Water damage Range:One Enemy HP:300 Str:20 Vit:14 Mag:44 Spr:14 Spd:12 Eva:10 Hit:18 Luck:13 Elemental Attack:Water+100% Elemental Defense:Water+100% Status Attack:None Status Defense:None *********************************************************************** *********************************************************************** *******************************ITEM LISTS****************************** *********************************************************************** ---------------- | Recovery Items | -------------------------------------------------------------------- | NAME | Description | -------------------------------------------------------------------- | Potion | Restores 200HP | | Potion+ | Restores 400HP | | Hi-Potion | Restores 1000HP | | Hi-Potion+ | Restores 2000HP | | X-Potion | Fully Restores HP | | Mega-Potion | Restores 1000HP to all members | | Phoenix Down | Revives a dead character | | Mega Phoenix | Revives all dead characters | | Elixir | Fully restores HP, and status | | Mega-Elixir | Fully restores Hp+Status to all | -------------------------------------------------------------------- -------------- | Status Items | -------------------------------------------------------------------- | NAME | Description | -------------------------------------------------------------------- | Antidote | Cures Poison | | Soft | Cures Petrify | | Eye Drops | Cures Darkness | | Echo Screen | Cures Silence | | Holy Water | Cures Zombie | | Remedy | Cures all abnormal status | | Remedy + | Cures all status+magic effects | -------------------------------------------------------------------- -------------- | Battle Items | -------------------------------------------------------------------- | NAME | Description | -------------------------------------------------------------------- | Hero Trial | Sometimes makes one invincible | | Hero | Makes character invincible | | Hero War-Trial | Sometimes makes all invincible | | Holy War | Makes whole party invincible | | Shell Stone | Casts shell | | Protect Stone | Casts protect | | Aura Stone | Casts aura | | Death Stone | Casts death | | Holy Stone | Casts holy | | Flare Stone | Casts flare | | Meteor Stone | Casts meteor | | Ultima Stone | Casts ultima | | Gysahl Greens | Summons Chicobo/Flare attack | | Phoenix Pinion | Summons Phoenix | | Friendship | Summons Moomba | -------------------------------------------------------------------- ------------------ | Sleep/Heal Items | -------------------------------------------------------------------- | NAME | Description | -------------------------------------------------------------------- | Tent | Heals HP+Status to whole party | | Pet House | Restores HP to all GF | | Cottage | Effect of PetHouse+Tent | -------------------------------------------------------------------- ------------------- | GF Recovery Items | -------------------------------------------------------------------- | NAME | Description | -------------------------------------------------------------------- | G-Potion | Restores 200HP to GF | | G-Hi-Potion | Restores 1000HP to GF | | G-Mega-Potion | Restores 1000HP to all GF | | G-Returner | Revives GF from KO | | Rename Card | Changes the name of the GF | -------------------------------------------------------------------- ------------------ | GF ability Items | -------------------------------------------------------------------- | NAME | Description | -------------------------------------------------------------------- | Amnesia Greens | GF will forget one ability | | Hp-J Scroll | GF learns Hp-J ability | | Str-J Scroll | GF learns Str-J ability | | Vit-J Scroll | GF learns Vit-J ability | | Mag-J Scroll | GF learns Mag-J ability | | Spr-J Scroll | GF learns Spr-J ability | | Spd-J Scroll | GF learns Spd-J ability | | Luck-J Scroll | GF learns Luck-J ability | | Aegis Amulet | GF learns Eva-J ability | | Elem Atk | GF learns Elem-Atk-J ability | | Elem Guard | GF learns Elem-Def*4 ability | | Status Atk | GF learns St-Atk-J ability | | Status Guard | GF learns Status-Def*4 ability | | Rosetta Stone | GF learns Ability*4 ability | | Magic Scroll | GF learns Magic ability | | GF Scroll | GF learns GF ability | | Draw Scroll | GF learns Draw ability | | Item Scroll | GF learns Item ability | | Gambler Spirit | GF learns Card ability | | Healing Ring | GF learns Recover ability | | Phoenix Spirit | GF learns Revive ability | | Med Kit | GF learns Treatment ability | | Bomb Spirit | GF learns Kamikaze ability | | Hungry Cookpot | GF learns Devour ability | | Mog's Amulet | GF learns MiniMog ability | | Steel Pipe | GF learns SumMag+10% ability | | Star Fragment | GF learns SumMag+20% ability | | Energy Crystal | GF learns SumMag+30% ability | | Samantha Soul | GF learns SumMag+40% ability | | Healing Mail | GF learns GFHP+10% ability | | Silver Mail | GF learns GFHP+20% ability | | Gold Armor | GF learns GFHP+30% ability | | Diamond Armor | GF learns GFHP+40% ability | | Regen Ring | GF learns HP+20% ability | | Giants's Ring | GF learns HP+40% ability | | Gaea's Ring | GF learns HP+80% ability | | Strength Love | GF learns Str+20% ability | | Power Wrist | GF learns Str+40% ability | | Hyper Wrist | GF learns Str+60% ability | | Turtle Shell | GF learns Vit+20% ability | | Orihalcon | GF learns Vit+40% ability | | Adamantine | GF learns Vit+60% ability | | Rune Armlet | GF learns Spr+20% ability | | Force Armlet | GF learns Spr+40% ability | | Magic Armlet | GF learns Spr+60% ability | | Circlet | GF learns Mag+20% ability | | Hypno Crown | GF learns Mag+40% ability | | Royal Crown | GF learns Mag+60% ability | | Jet Engine | GF learns Spd+20% ability | | Rocket Engine | GF learns Spd+40% ability | | Moon Curtain | GF learns Auto-Shell ability | | Steel Curtain | GF learns Auto-Protect ability | | Glow Curtain | GF learns Auto-Reflect ability | | Accelerator | GF learns Auto-Haste ability | | Monk's Code | GF learns Counter ability | | Knight's Code | GF learns Cover ability | | Doc's Code | GF learns Med Data ability | | Hundred Needles | GF learns Return Damage ability | | Three Stars | GF learns Expend*3 | | Ribbon | GF learns Ribbon ability | -------------------------------------------------------------------- *********************************************************************** *********************************************************************** *************************REFINEMENT ABILITIES************************** *********************************************************************** ======================================================================= MED LV UP ======================================================================= 3 Potion-->Potion+ 3 Potion+-->Hi-Potion 3 Hi-Potion-->Hi-Potion+ 3 Hi-Potion+-->X-Potion 3 X-Potion-->Mega-Potion 50 Phoenix Down-->Mega Phoenix 10 Elixir-->Megaelixir 10 Remedy-->Remedy+ 10 Remedy+-->Elixir 10 Hero Trial-->Hero 10 Hero-->Hero War-Trial 10 Hero War-Trial-->Holy War ======================================================================= Forbid Med-RF ======================================================================= 20 Mega-Potion-->Elixir 1 Luck-J Scroll-->Luck Up 1 Aegis Armlet-->Spd Up 1 Elem Atk-->4 Elixir 1 Elem Guard-->4 Elixir 1 Status Atk-->4 Elixir 1 Status Guard-->4 Elixir 1 Med Kit-->2 Megaelixir 1 Gaea's Ring-->Hp Up 10 Power Wrist-->Str Up 5 Adamantine-->Vit Up 10 Magic Armlet-->Spr Up 10 Royal Crown-->Mag Up 50 Jet Engine-->Spd Up 5 Rocket Engine-->Spd Up 1 Monk's Code-->Str Up 1 Knight's Code-->Vit Up 1 Doc's Code-->Megalixir 1 Hundred Needles-->Spd Up 10 Shaman Stone-->Hero Trial(Doomtrain must L.100 for his to work) ======================================================================= Tool-RF ======================================================================= 3 Mega Phoenix-->Phoenix Pinion Rosseta Stone-->Shaman Stone Magic Scroll-->10 Wizard Stones GF Scroll-->10 Wizard Stones Item Scroll-->10 Wizard Stones Gambler Spirit-->10 Wizard Stones Healing Ring-->30 Cottage Hungry Cookpot-->Shaman Stone Mog's Amulet-->Shaman Stone Steel Pipe-->Aura Stone Star Fragment-->2 Meteor Stone Energy Crystal-->2 Ultima Stone Diamond Armor-->50 Cottage Regen Ring-->5 Tents Strength Love-->2 Aura Stone Power Wrist-->10 Aura Stone Turtle Shell-->10 Protect Stone Orihalcon-->Protect Stone Rune Armlet-->10 Shell Stone Force Armlet-->30 Shell Stone Circlet-->2 Aura Stone Hypno Crown-->10 Aura Stone Healing Water-->2 Tent Fury Fragment-->2 Aura Stone Inferno Fang-->2 Flare Stone Whisper-->Cottage Power Generator-->20 Pulse Ammo Moon Stone-->2 Holy Stone Dead Spirit-->2 Death Stone Shaman Stone-LuvLuvG *********************************************************************** *********************************************************************** *************************CARD MINI-GAME******************************** *********************************************************************** -------------- | How To Play? | -------------- CARDS, A COMPLETE GUIDE by Henry H. Jerng(hjerng@leland.stanford.edu) This chapter will answer various questions on the card game, such as questions concerning game rules and rules governing the appearance of rare cards. Players who want to fundamentally enjoy the world of cards will definitely want to read this chapter. First, there are two important pieces of advice for players new to the card game. 1. LEARN HOW TO GAIN CARDS There are various ways to get your hands on cards. You will first want to speak to a man in front of Balamb Garden's 2nd floor elevator, before you clear the Cave of Flames. When you do, you will receive 7 level-1 monster cards. Aside from this, you can increase the cards you have by winning card games and repeated battles. 2. USE THE SQARE BUTTON FOR CARD GAMES Among the people you will encounter in FFVIII, there are card players who will engage you in games of card. When you want to enjoy a card game with someone, make sure you have more than 5 cards and then try to speak to him/her by pressing the square button. Afterwards, you will be fine by following the message and choosing your selections. This is how the chapter is organized: CHAPTER INDEX SECTION 1: I WANT TO LEARN THE CARD GAME. Explanations of the basic information about the card game such as the explanation of the game's rules, the strategies so that you won't lose, and the way rules are transmitted to an area. SECTION 2: I WANT TO SEE EVERY KIND OF CARDS. All kinds of cards are catalogued by their levels. Starting with the data used in the card game, you can verify how to get the card and the items you will get from "Card Change". SECTION 3: I WANT TO MEET ALL THE CARD PLAYERS. Introduction to the card players and the various locations where they appear. I will describe the conditions for their appearance and whether or not they carry rare cards. SECTION 4: I WANT TO COMPLETE MY COLLECTION. It contains information about the Card Queen and the Card Club circle (CC) that hold the key to collecting all the cards. If you read here, you should be able to complete your collection. SECTION 1: I WANT TO LEARN THE CARD GAME CARD GAME'S BASIC INFORMATION In order to win at the card game, you must precisely understand its rules. I will explain the rules in 2 stages: 1) the various rules to the card game and 2) the way these rules are delivered. I want you to consult this not just because there are many who find the card game challenging, but because a concrete process for winning is introduced. I. KNOW HOW TO READ THE CARDS NUMBERS located at the upper-left corner This displays the card's strength in the card game. From the smallest (1) to the biggest (A, or 10), numbers for a total of 10 grades are displayed on the upper-left corner of the card, all together 4 numbers. The various numbers correspond to the 4 sides of the card: top, bottom, left, and right. Basically, you can consider a card strong if there are many big numbers, and a card weak if there are many small numbers. ELEMENTAL (ATTRIBUTES) located at the upper-right corner When elemental is added, it is essential to recognize its effects as a part of the special rules. There are 8 kinds of elementals, and a card with elemental will display are corresponding mark on the upper- right corner. A card without an elemental mark is said to have no attributes. The 8 attributes are flame, thunder, wind, poison, cold, water, earth, and holy. ILLUSTRATION pictorial illustration An illustration is drawn on all cards. Inside, a picture of something like Guardian Force (G.F.) or player character is shown. II. KNOW ABOUT THE BATTLE AREA The battle area is a field comprised of 9 squares (3 by 3 formation) where you will place your cards. As hands or sets, the opponent's cards are placed left of the battle area, and your cards are placed to the right. Furthermore, cards of respective colors (opponent cards are in red, and your cards are in blue) are laid one on top of another. "Triple Triad" is written in the center of the battle area. This is the official name of this card game. When elemental is added to the special rules, elemental marks are randomly chosen and displayed on the battle area. III. BASIC RULES AND PROGRESSION PROCESS STEP 1: Card Selection/ Decision to Play First or Play Second After the card game started, first select 5 cards from the cards you have to use in this round of play. It is possible to choose the same card multiple times. Next, who goes first and who goes second is randomly decided. Incidentally, the battle area has only 9 squares, and so the play-first player will use all his/her cards on hand, while the play-second player cannot put more than 4 cards. STEP 2: Placing the Cards on the Battle Area/ Turning Over Cards When your turn comes, you will select 1 card from the cards on hand and place it in the battle area. At this time, if there is an opponent card in the battle area, you may decide to place your card next to it. Compare the numbers of the cards on the adjoining side. If your number is bigger, then you can make your opponent's card yours by turning it over. In the event there is no card to be turned over, you will place your card in an empty space on the battle area while cosidering the strategy for the next move. CHECK POINT: After your card is already placed, you cannot turn over your opponent's card. According to the basic rules, it is not possible for you to turn over your opponent's card after your card is already on the battle area. When it becomes your turn again, if you turn over the opponent's card, the card's color will change from red to blue. This is proof that the opponent card became your card. STEP 3: Deciding the Game/Trading Cards When the play-first player finished placing his/her 5th card, the game is settled by determining whether there are more red or blue cards. Furthermore, the one card that stayed in the play-second player's hand is not forgotten in the calculation of the game's outcome. After the game id decided, you can trade cards by following the trade rules. IV. HOW TO WIN WHILE FOLLOWING THE BASIC RULES TACTICS #1: REMEMBER THE TYPES AND ROLES OF CARDS In the basic rules introduced previously, because a simple numerical face-off is carried out, it is not difficult to win if you prepare cards with numbers bigger than the ones the opponent uses. However, even with strong cards, your cards can be turned over by a weak opponent card if you make an error in positioning your card. To avoid that, you must know how to make the most of your cards. Here, I will divide the cards into 4 types, depending on the arrangement of numbers: Average type, One-direction type, Up-down/left- right type, and Diagonal type. And I will explain how to use the various types. When you have cards of the same type, it will be good to try to advance the play while considering the methods discussed below. Types of Card 1. AVERAGE This is a type where there is no big difference between the up/down/left/right numbers. This type is often seen with cards with low card levels such as Mesmorize and Triface. These cards nearly always have only numbers about 3 to 5 on every side. With reason, if you follow the basic rules in which the size of number determine win or lose, these are cards totally lacking in usefulness, and they are ones you do not want to use if at all possible. However, if you are carrying only a few cards, this is certainly a situation where you don't have much of a choice. Therefore, I want to recommend a strategy explained below. If you practice this, it seems you can always defend cards. Example: Turning Over Your Own Card after It Is Taken 1. Expose just two sides that have small numbers. 2. If the opponent turns over your card. 3. Take back the first card with a strong second card. Now the weak side is protected by a strong card. 4. This way, there is no way to turn over the card placed in the beginning. 2. ONE-DIRECTION This is the type where, among the 4 sides, the number of just one side sticks out as big. Cards such as Grat and Double Hugger are good examples of this. This type of card, while it is low in level, has an appeal that it can resist a hight level card. However, the numbers of the 3 weak sides are extremely small and are its weak point. Therefore, when you use it, you must try to not stick out its weak parts by using the boarders of the battle area and other cards already placed. Still, depending on the situation, you must be on guard for a daring strategy that will turn over opponent cards. Example 1: Place it between cards already placed on battle area, exposing only the strong side. Example 2: Use the strong side to turn over a strong opponent card. If your card is turned over because of its weak sides, you can get it back by using another weak side. 3. UP-DOWN/LEFT-RIGHT This type of card has large numbers arranged on two sides, either top-and-bottom or left-and-right. Good examples are those of Rubrum Dragon and Shumelke. The two sides not occupied by the large numbers are usually filled with extremely small numbers. The basic method here is to protect the weak sides by siding them with other cards- on one side you turn over an opponent card, while on the other you solidify your defense. Again, you can turn over 2 opponent cards at once without considering defense, and then establish superiority in the number of cards. There are few opportunity for the play-seond player to recover from this pattern, and if successful the opponent usually cannot recover. Example 1: When attacking, make sure to hold protection. Example 2: Turn over two cards at the same time, so you will still be ahead even if you lose your card. 4. DIAGONAL In this type, large numbers are arranged on 2 sides that respectively diagonal from each other, such as right-and-top or left- and-bottom. Cards like Morball and Teamat are good examples. This type should only be placed so that the weak 2 sides do not stick out, and you can provide protection using other neighboring card without a follow-up card. You can probably say it is a card that is very easy to use. Incidentally, with an opponent who will not use any card below level 5, you do not have to worry about being turned over with a card with 2 sides with 7 and above. For an opponent who will not use any card below level 7, use card with 8 and above. NOTE: CHANGE THE WAY YOU WIN DEPENDING ON THE TRADE RULE. When you start to win in the card game to some extent, keep an eye on how to win depending on the trade rules. When it is 'One' and 'Full', it is better to make it your goal to have more cards than your opponent at the end. When it is 'Direct', it becomes important which strong card was forced to be turned over by a weak card. With 'Difference', you can get many cards at once if you win by a wide margin against the opponent. TACTICS #2: DEVELOP A PATTERN FOR WINNING Here, using specific cards, I will introduce you to an example of pattern that can take victory. However, if you do not have the cards described here, try this using the same types of cards. Still, this strategy has two prerequisites: 1) You are the play-first player, and 2) The opponent is using only cards below level 7. (Sorry, but I do not have a diagram to show.) Cards in use: Jabo Tender (diagonal type) Ifrit (diagonal type) Diablos (diagonal type) Oil Shipper (left-right type) Kid Morguri (up-down type) Move #1: Watch the situation by fortifying defense with the diagonal type (You: place diagonal card in a corner to protect the weak sides). Move #2: The opponent takes another corner, but meantime just ignore it. Move #3: Establish base at another corner with another diagonal card, thus establishing a good pace. Move #4: The opponent too cannot attack, but there is still room on hand. Move #5: By securing another corner, it will be easier to place the remaining cards. (third diagonal card) Move #6: The opponent provides a lure. Do not pay attention to this. Move #7: Here too, spread your defense and do not allow an opening for attack. Move #8: The opponent, without sticking out his hand, has no chance but defend. Move #9: With the final card placed (between two of your own cards and thus protecting the two weak sides of the up-down type card) , you win by turning over just one card. NOTE: ARRANGING A PATTERN FOR WINNING. If you look at the sequence of the moves above, you will understand that in this strategy you are spreading your defense except for the final move. It is a good point that there is no opportunity for your cards to be turned over by the opponent, and to some extent you can make this a pattern and advance your hand. Now that you do not need to adapt to circumstances, there is no problem with using this strategy over and over again. However, with this strategy, if you become the play-second player, you will not be able to attack with your final card. Furthermore, when you become the play-second player, it is better to not attack unreasonably and play for a draw (a tie). If you want to attack even with being the play-second, in order to follow the smaller hand, it becomes necessary to use a technique in which you place a card without taking it back and then turn over two cards at once. There are hands where you will press on with the strength of your cards, but I cannot recommend this much because there are situations where the opponent comes out with much stronger cards that you cannot defend against. V. SPECIAL RULES 'Special Rule' is a general term for rules added to the basic rules when you satisfied specific conditions. Special rules are essential for adding various accents to the card game's gameplay, and it can provide enjoyment in considering deep strategy, something that cannot be experienced with the basic rules. Here, I will try to explain all 7 types of special rules so that they are easy to understand. Special Rules SPECIAL RULE #1: OPEN You can play in a situation where you can see the contents of the opponent's hand. You will find this useful because it is easier to build a strategy, but when this rule is added, your opponent (computer) can also see your hand and will place its cards after first reading that information. SPECIAL RULE #2: SUDDEN DEATH Even when it becomes a draw, you will continue the game any number of times until a conclusion is reached. However, for the play in the second round and thereafter, you are adviced that 1) it is decided that you will use the cards that have your color at the time of the draw, and 2) everytime there is a draw, the play-first and play-second order is switched. When victory or defeat is decidec, the cards will return to the initial situation, and then a trade will proceed. SPECIAL RULE #3: RANDOM HAND 5 cards are randomly chosen from among all the cards you have, and it is decided that you will play with these cards. (In the case that you have multiples of the same card, it is possible that two of the same card are chosen.) Because you will be frequently unable to use a strategy, it can be seriously said that this is the most troublesome among the special rules. As a counter-measure against this rule, you can use methods- by using the delivery rules for special rules, you can make that rule out of fashion. Alternatively, you can change all the cards other than the ones you want to use into items by using the ability 'Card Change'. For all that, if you continue to play with this rule, you are sure to improve your card game ability. SPECIAL RULE #4: SAME In the case that, when you placed your card, the numbers on two or more sides are the same as those from adjacent cards, you have succeeded at 'Same'. This way, you can turn all the opponent cards that have the same number. If you use this, it is possible to turn over strong cards that you cannot win by their numbers. Furthermore, you will want to play without giving up until the very end because a situation can cause a big change from a disadvantage situation by chain reaction. HOW TO HAVE A KNACK FOR MAKING 'SAME' SUCCESSFUL: When you select cards for your hand, you will choose a combination of cards so that you can make 'Same' occur with just your own cards. And, you will place your cards to try to make a situation so that 'Same' can succeed with just your cards (in actuality, you will not establish it with just your own cards). In addition, if the opponent over turns over one of these cards, you can establish 'Same' right afterwards. SPECIAL RULE #5: PLUS 'Plus' forms in the event that, when you placed your card next to an opponent card, the sum of the adjoining number from two or more sides are the same. You will turn over all opponent cards where the sums of the numbers were the same. At this time, even if they are adjacent, you cannot turn over an opponent card if the sum of the numbers is not the same. (There are occasions when you are allowed to because your card number is bigger.) Because it is different from 'Same' in that it is better to look at the sum of the two sides, despite a difference in the size of number, 'Plus' has the advantage that it is easier to form. SPECIAL RULE #6: WALL SAME It is a modified version of 'Same' where you regard the battle area border as A. The side of placed card with an 'A' is adjacent to the border, and one of the remaining sides has 'Same' with an adjoining card. You will turn over all opponent cards that has the same number, and you will cause a chain the same as 'Same'. Incidentally, 'Wall Same' does not exhibit its effects if the rule of 'Same' is added at the same time. SPECIAL RULE #7: ELEMENTAL When 'Elemental' is added to the special rules, right after you ended card selection, the mark of elemental randomly chosen is displayed on some squares in the battle area. If you place a card with the same mark as the square, the numerical values (on all 4 sides) of the placed card will all increase by 1, respectively. On the other hand, if you placed a card with a different mark or a card with no attribute, the numerical value on all 4 sides will decrease by 1. The changed values will not return to normal until the game ends. NOTE: THE INFLUENCE OF ELEMENTAL ON 'SAME' AND 'PLUS'. In the case you are after 'Same' and 'Plus' against a card that has changed numbers because of elemental, which value is better to see, before or after the adjustment? The answer is before the adjustment. After all, it is because it is better to aim for 'Same' and 'Plus' seeing just the numbers that the card has from the start. When there is an elemental mark at the place where you place your card, remember that 'Same' and 'Plus' is determined according to the value before adjustment. ABOUT CHAINS: A card that is turned over when 'Same', 'Plus', or 'Wall Same' was formed is handled like a newly placed card. This card can turn over adjacent cards if the number of the side in contact is bigger. In this way, the occurrence where turned over cards further turns over neighboring cards is called a 'Chain'. Incidentally, in case Elemental is added to special rules, and the card is under its influence, the decision of a 'Chain' proceeds with the numercial value after adjustment. THE ARRANGEMENT FOR THE TRANSMISSION OF SPECIAL RULES The following describes the starting special rules for every area. Area Name Place Where Rule Applies Initial Rule ------------------------------------------------------------ Balamb Area Balamb, Balamb Garden Open Galbadia Area Timber, Galbadia Garden, Dering Same City, Galbadia Area D Camp Dollet Area Dollet Random Hand, Elemental Trabia Area Trabia Garden, Shumi Village Plus, Random Hand Centra Area Winhill, Edea's Home, Same, Plus, Random Hand Chocobo Forest F.H. Area F. H. (Fisherman Horizon) Sudden Death, Elemental Esthar Area Esthar Wall Same, Elemental Space Area Luna Side Base, Luna Gate All Rules Places where you can enjoy card games can be classified into 8 areas like in the table above. The reasons behind the grouping are 1) the initial rules installed in each area, and 2) the card player from each area proceeds the play depending on the rules. However, there are exceptions. "Traveler from F. H." who is in Galbadia uses F. H.'s rule, and "Exchange student from Trabia" who is in Galbadia Garden uses Trabia area's rule. You will want to remember this because some card players uses rules from old, deep areas. 1. CONDITIONS BY WHICH SPECIAL RULES ARE TRANSMITTED After you played a card game in some area (for convenience, we will call that area "old area"), when you play a card game in a new area (called "new area"), sometimes rules from the old area is introduced to the new area, and the new area's rule is out of use. This situation occurs based on the flow chart described below, and if you understand these rules, you should be able to freely control the rules. Still, as an exception to the rule delivery system, in case where the new area used all the special rules, in a way unrelated to the flow chart, it is decided that a special rule (just one) will be out of use in a probability of 4 to 1 when the play ends. (Flow Chart for Special Rule Transmission) Line 1: By playing a card game in an old area, you will remember the rules of the old area. Line 2: When you request a card game in a new area, there was a rule from the old area not found in the new area. (Yes or No) If 'Yes': Displays "I know a rule not from this area", followed by "Let's play a card game." If 'No': Displays "Let's play a card game." Line 3: If 'Yes' from line 2, then you can choose to 'Play' or 'Not play'. If you choose 'Not play', then the conversation will end with you still remembering the old area's rule, or forgetting the old area's rule and remembering the new area's rule. If you choose 'Play', then you will play with a mixture of rules from the old and new areas. A rule that the computer selects with a probability of 1 out 7, and a rule not on the new area but was in the old area are agreed (if they are not merged, this decision is repeated - 3 times) (Agreed- Yes or No) Line 4: If it is 'Yes' on agreement, then after the play, the new agreed new rule is given to the new area, and you will remember the new area's rule. If it is 'No' on agreement, then the rule that is chosen by the computer (1/7) and the rule in the new area are combined. Again check for agreement with the old rule (Yes or No). Line 5: If the answer is 'Yes', then you will again remember the new area's rule after the play. If the answer if 'No', then there was a random divergence, and you will remember the old area's rule. Line 6: If on line 2 the answer was 'No' and you decide not to play, the the conversation ends with you still remembering the old area's rule, or forgetting the old area's rule and remembering the new area's rule. If you decide to 'Play', then the play ends with you remembering the new area's rule. 2. METHODS THAT QUICKLY MAKE RULES TRANSMITTED After the various rules were displayed in the game just before, even if you choose 'Game' or 'Stop', it is decided that you have played a card game, and you will enter a decision for special rule delivery. In the case that the playing the card game is getting difficult, it is probably better that you choose to 'Stop'. 3. METHODS TO FORGET THE OLD AREA'S RULE In case somehow you don't want to give the old area's rule to the new area, after you talked with the square button, you had better choose 'No'. If you continue until the contents of the lines ("I know rules not found in this area") does not comes out, then you can forget the rules from the old area. VI. TRADE RULES Trade rules are rules for the give-and-take of cards, and this goes on after the decision of victory or defeat is resolved. There are 4 types of trade rules: One, Difference (Dif), Direct, and Full. You will want to use the optional trade rule that is fitting to your own plan- One is the special rule for training purposes, and Full is used for earning cards. Trade Rule TRADE RULE #1: ONE The winner selects one card from the five that the loser used, and he can make that card his own. When the game starts, because all areas use this rule, if you want to play with other trade rules, you must change the rule. (consult the note below on how to change the trade rule) TRADE RULE #2: DIFFERENCE or DIF When the game is decided, you will compare the number of cards having the respective colors, and the winner can select cards (number determined by their difference) that he/she want to make his/her own from the hand the loser used. For example, if there are 6 cards with the winner's color and 4 with the loser's color, the winner can receive 2 cards from among the 5 cards the loser used. TRADE RULE #3: DIRECT When a settlement is reached, the cards that have the respective colors will become the cards gained by the two players. Because you can see the color of the words of the card's name even during play (you can somehow verify what you held), if you discover a card you don't have, it would be good to try to preferentially turn it over. TRADE RULE #4: FULL The winner can receive all 5 cards that the loser used. This is an indispensible trade rule to gaining cards. However, if you lost to your opponent, because all 5 cards you used will be taken, you will want to first establish some level of strategy that can get you at least a draw (a tie). NOTE: ARRANGEMENT THAT WILL CHANGE THE TRADE RULE In order to make the trade rule change, you must play a card game with the Card Queen who is located some where in the world (see Card Queen, later). Everytime the game is played, the Queen will randomly make the trade rule change. When the play ends, the Queen will introduce the trade rule that is used at that time with a probability of 3 to 1 to the area where the Queen is. If you practice the above procedure, it will become possible to play with trade rule other than 'One'. Again, the trade rule is introduced to other areas with the card successful area as the center. The card successful area is determined by the internal parameter called 'Degree of Success", and that system works like this. 1. "Success Degree = 1" is established in the area where you very first spoke to a card player with the square button. 2. Inside the area where the Success Degree was establishedd, everytime you speak to a card player with the square button, the Success Degree in increased by 1. (The maximum value for Success Degree is 10). 3. If you speak to a card player with the square button in an area where the Success Degree is not established, the Success Degree in the old area decreases by 1. 4. When the Success Degree becomes zero, then at that time "Success Degree = 1" is immediately established in the new area where you are in. Incidentally, the rate that trade rule is intraduced to other areas is not the numerical value of Success Degree, and it is decided by the play number of card game. Basically, the speed of introduction to other area increases slowly for number of play between 0-15 times, and when you pass 16 plays the speed drops. When there are 30 plays, all area's trade rule are tied up toward "One". This is because 30 times is one cycle- the trade rule repeats its expansion and decline with 30 plays. Still, if you "speak about the popularity of world's trade rules" with the Queen, you will come to understand the usual value of Success Degree. (consult chart below). Because at the end of the conversation she will teach you which trade rule is going to be introduced and furthermore which one will be erased, it is good to consult the times to control the trade rules. Standard for Determining Success Degree Success Degree Queen's Words --------------------------------------- 0 - 2 Trade is little, but... 3 - 5 Popular, this trade... 6 - 10 Rather popular, this trade... The Card Queen plays with her own peculiar trade rule, and that trade rule will change by random, going left or right on the trade rule order by 1. Trade Rule Order: One <-> Difference <-> Direct <-> Full SECTION 2: I WANT TO SEE EVERY KIND OF CARDS. There are 4 types of cards. I will not be going into the specifics of each card because it is something that can easily be discovered by playing. I will simply describe the basic classification of the cards. Type of Card Brief Description ------------------------------------- Monster Card Level 1-5 cards You can get them from monsters in battle. Boss Card Level 6-7 cards They are special because of the illustrations. G. F. Card Level 8-9 cards They make up part of the rare cards that you cannot get more than one. Player Card Level 10 cards Same as G. F. Cards- They are all rare cards. SECTION 3: I WANT TO MEET ALL THE CARD PLAYERS. To play the card game, you must have card players to compete against. Here, I will introduce you to the names and locations of card players you will encounter throughout the world, all classified according to the map. By the way, issues concerning the Card Club circle (CC) and Card Queen are handled in another section, and you should consult there. I. THINGS YOU WILL WANT TO KNOW BEFORE PLAYING First, I will try to give several things that you will want to remember before you start a card game. Beginner players certainly should read this. 1. Pay Attention to the Conditions for Appearance You will not be able to meet all the card players (as published in the next few pages' data file) right from the start. You should check beforehand which conditions must be met in order to meet a card player. 2. About Bearers of Rare Cards The rare cards that some opponents have are things you will want to seize as quickly as possible if you consider their useful value in FFVIII. However, because whether an opponent uses a rare card is determined randomly, it is possible that, with bad luck, you cannot get a rare card no matter how many times you play. Because all card players has set conditions, and some card players do not use rare cards, you will want to re-challenge them after fulfilling the requirements that are published under the list's remark column. 3. Whereabouts of the Taken Cards? Basically, you will not get back cards that were taken by an opponent. However, in case of rare cards above level 8, there is a possibility that (even if it was taken) your opponent will use it in the following play. Therefore, you can recover it if you win that game. When you want to verify the location of the taken rare card, choose the item "Card" on the menu screen and try to place the cursor on the rare card you want to verify. When you do this, the area (and the person) that has that card is displayed at the bottom of the screen. A rare card that was changed for an item with "Card Change" will have a display "Nullified", and you will understand that you cannot get it back. However, until the end of Disc 3, there is an exception if you clear the Card Club circle event. HOW TO READ THE CARD PLAYER DATA FILE 1. Area Name- Area name where that card player is, and the concerete place name. 2. Starting Rule- The special rule used on that map in the beginning. 3. Name (Distinctive Feature)- Name of that card player. Basically, it conforms to the name in the game, and particularly in regard to nameless card players, they are given a name based on some distinctive feature in appearance and movement. 4. Appearance Place- The place where this card player appears. Name conforms to the game. In case the appearance condition is established, it is lined up together inside parenthesis. Furthermore, I have also shared the condition for a card player disappearing from the map. 5. Remark- Entry for that card player's appearance pattern and rare cards that player may have. For a card player who uses other area's special rules, that area's name is shown. Furthermore, for card player whose appearance pattern is not set, it is noted as "Random". Balamb Area/ Balamb Garden Starting Rule: Open Name/Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- Dr. Kadowaki -health center random boy from youth group -corridor B in front of health center -1F corridor (after clearing the MD floor) random Needa -corridor B in front of health center (during Balamb Garden internal dispute) -Bridge (after Balamb Garden repair) woman who likes cards -1F corridor (after clearing the MD floor) -1F hall random running teenager -1F corridor -1F hall has Kid Morguri, random male SeeD -1F hall random female SeeD -1F hall random shop lady -cafeteria lady's son -cafeteria Trepe FC member #1 -cafeteria has Quistis FC member #1's friend -cafeteria 3 girls in student dormitory -corridor in front of studen dormitory -1F corridor (after clearing the MD floor) random Mr. Brain -1F corridor has Fat Chocobo, random young girl trying hardd -1F corridor yawning girl -corridor in front of library -1F corrifor (after clearing the MD floor) random friendly black man -corridor in front of library -2F corrifor (after fight w/ Norg) random librarian with 3 books -library random boy in front of book shelf -library hot-blooded boy -library random girl who likes mystery -library committee member #109 -in front of 2F elevator (after fight w/ Norg) random boy in front of 2F classroom -2F corridor random brother-sister (brother) -2F corridor random brother-sister (sister) -2F corridor random girl with pony tail -2F corridor random Trepe FC member #2 -2F classroom (after getting G.F. Ifrit) has Quistis Trepe FC member #3 -2F classroom (after getting G.F. Ifrit) has Quistis card reader manager -in front of card reader man with bandana -in front of card reader -2F deck (after Balamb Garden internal dispute) random Cid, the school principal -school principal room (after the first job) has Seifer traveling man -Master room (after Disc 3) uses Trabia rule vexed boy -school principal room (after Balamb Garden's repair) Zell -1F corridor (after Balamb Garden's repair random when he is not in your party) Balamb Area/ Balamb Starting Rule: Open Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- band teenage girl -Balamb street -Balamb station (after Balamb blockade) random station worker -Balamb station hotel man's daughter* -hotel man's house (after Balamb blockade) -in front of the blue Balamb hotel has Pandemonium, random small raving boy -Dincht living room random Mrs. Dincht -Dincht living room (after the SeeD practical exam) has Zell hotel man -in front of the blue Balamb hotel (after the Balamb blockade) has Pandemonium teenage girl walking her dog -Balamb port random Garden student -Balamb port random, will erase rule Galbadian soldier -Balamb port (during Balamb blockade) uses Galbadia area's rule chef w/ red apron -Balamb port (after Balamb blockade) * If you do not clear the small raving boy event during the Balamb blockade, she will not play Galbadia Area/ Timber Starting Rule: Same Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- lady at the gift shop -Timber street man who resemble Zorn -Timber street random teenager who likes Rinoa -Timber street random girl who likes cats -Timber street woman who likes models -hotel front guard -Timber street (after you successfully fought 2 elite guards or after the Galbadian army retreated) president of Watts fan club -Timber street Pamidore -Timber street drunken man in the alley -alley guard in front of TV station -footpath bridge(after the presidential address) teenager on the bridge -Timber street girl with unrequited love -civilian home woman who knows trains well -Timber street bartender -pub (after drunken man event) has Grasharabolas Dollet Area/ Dollet (after restoration) Starting Rule: Random Hand, Elemental Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- clerk of OK shop -Dollet entrance teenage girl with shade -Dollet port (when you enter from the dollet entrance) kid who falls into the ocean -Dollet port (when you enter from Dollet street) workman -Dollet street teenage girl on sandy beach -Lubutan Beach artist's grand child -artist's home has rare card concerns Card Queen woman waiting -Dollet street oldman on pub's 2F -pub 2F pub's owner -pub 2F -private room (after pub owner wins) has Celine lady shopping -Dollet street oldman at the plaza -Dollet central plaza bell girl -hotel front Galbadia Area/ Galbadia Garden Starting Rule: Same Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- cute girl -front gate (very beginning) -in front of card reader random male student -front gate (very beginning) -1F classroom -student dormitory (during fight between the Gardens) male student -front gate (very beginning) -1F classroom -1F classroom (during fight between Gardens) grumbling boy -front door random boy from teen group -1F corridor random female student -1F classroom (during fight between Gardens) -1F classroom advisor to the ice skate -gym department exchange student from Trabia -room uses rule from Trabia area Galbadia Area/ Dering City Starting Rule: Same Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- station worker -Dering City station old man -central passage old woman -central passage woman with fan letter -central passage traveler from F.H. -in front of hotel uses rule from F.H. area woman in front of shop -shopping mall man in black suit -shopping mall has Kilos Captain Carway -Carway residence (after escape from Area D Camp) has Rinoa (hands it out if you allow Ifrit to be taken) woman with friendly look -bar Galbadia Area/ Galbadia Area D Camp Starting Rule: Same Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- 500 gil man -cell on 5F must have 500 gil for 1 play. He will give you an item if you win 300 gil man -cell on 10F must have 300 gil for 1 play. He will give you an item if you win 200 gil man -cell on 11F must have 200 gil for 1 play. He will give you an item if you win Fisherman's Horizon Area/ F. H. Starting Rule: Sudden Death, Elemental Name/ Distinctice Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- old man fishing -crane man 3 who's got something good -factory stationmaster Dorp -stationmaster's home, 2F has Quetzalcoat stationmaster Flo -stationmaster's home, 2F has Irvine Dodonna -mirror panel has Trepe (after it was taken by Captain Carway) town children -plaza in front of F. H. station man from work area -civilian home Centra Area/ Winhill Starting Rule: Same, Plus, Random Hand Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- man on bench -Winhill village boy stepping on shadow -Winhill village artist home -Laine's home, 2F wealthy man -wealthy man's mansion Winhill shop -Winhill village mercenary soldier -Winhill village old man -civilian home wife at hotel -hotel front (at the information desk, you will ring the bell) Trabia Area/ Shumi Village Starting Rule: Plus, Random Hand Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- right -Shumi Village center -Shumi Village left -Shumi Village Shumi in front of table -Shumi Village old man fishing -Shumi Village uses F.H. area rule elder -elder's home elder's attendent -elder's home Tsukurite -Tsukurite's home Shumi who's busy -factory Shumi making statue -factory Trabia Area/ Trabia Garden Starting Rule: Plus, Random Hand Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- male student of Trabia -front gate (after Selphie converses w/ kids) Selphie's good friend -front gate (after the reflection event) has Selphie teacher from Trabia -front gate boy, day dreaming -garage female student of Trabia -garage (after Selphie converses w/ kids) girl who found her book -classroom fat -classroom basket man -school festival stage vice-president -school festival stage member of small chocobo -ground (after reflection event) society girl dreaming of being a -ground (after reflection event) singer Centra Area/ Edea's Home Starting Rule: Same, Plus, Random Hand Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- Edea -Edea's home, backyard (Disc 3 and beyond) has Edea Cid -Edea's home, backyard (Disc 3 and beyond) has Seifer Esthar Area/ Esthar Starting Rule: Wall Same, Elemental Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- Laguna -presidential room has Squall presidential assistant -official residence hall -Esthar street has Phoenix Professor Odyne -official residence hall -research lab (after Lunatic Pandora's passage) has Ward bored guard -official residence corridor guard of official residence -entrance to official residence (after Moon Tear) -plaza in front of the official residence woman with purple dress -plaza in front of official residence disturbed guard -plaza in front of official residence (after Moon Tear) guard in a hurry -plaza in front of official residence (after Moon Tear) man thinking of Esthar -Y intersection owner of Ricky -Esthar street guard -Esthar street terminator -Esthar station man in front of the save point -Esthar street guard at magic research lab -Esthar street man in green outfit -Esthar street soldier -Esthar street researcher -Y intersection man shouldn't be waiting -overhead pass woman in water-colored dress -Esthar street guard at entrance -Esthar street woman who is upset -Esthar street (after Moon Tear) man looking far away -Esthar street soldier, a little aged -Esthar street soldier in the shop -shopping mall research assistant -entrance to magic research lab -research room (when Lunatic Pandora passes) Space Area/ Luna Gate Starting Rule: All Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- guard -entrance (talk 4 times with square button) old Luna Side Base female crew -concourse (after Moon Tear) Space Area/ Luna Side Base Starting Rule: All Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- medical office crew -medical office Piet -medical office -control room has Alexander operator -control room Elleorne -control room -Elleorne's room has Laguna Centra Area/ Chocobo's Forest Starting Rule: Same, Plus, Random Hand Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- bustling boy -Chocobo's Forest (Forest of Isolation) Others Name/ Distinctive Feature Appearance Place Remark ------------------------------------------------------------------------ --------------------------------------------- Watts -Hideout train -white SeeD ship, deck has Angelo uses Galbadia area rule old man -seaside station uses Esthar area rule Laguna -spaceship Lagunarock, seats for guests has Squall uses Esthar area rule Piet -escape pod retrieval area has Alexander uses Space area's rule medical office crew -escape pod retrieveal area uses Space area's rule SECTION 4: I WANT TO COMPLETE MY COLLECTION. A GUIDE TO A COMPLETE COLLECTION What will embellish the very end of this chapter is a collection of top-secret information concerning cards. I shall present to you all the information that are key to achieving a complete collection- such as secrets on ways to confront the Card Club circle (which can be described as the card game's biggest event) and on Card Queen who rule the world of cards. Particularly, the showdown against the Card Club circle is promised to be shocking with the true identity of the King. I. CONFRONTING THE CARD CLUB CIRCLE The Card Club (CC) circle is a circle made up of card freaks from the Balamb Garden. If they find a particular powerful player, the 7 members of CC will announce him/herself as a Card Club and challenge to a game. Furthermore, in order to have a card game against a card club, you must fulfill two conditions described below: 1) You must have completed to the Balamb Garden internal struggle event, and 2) you will have to win more than 15 card games inside the Balamb Garden, excluding ones in the library, cafeteria, and classroom. Card Clubs CARD CLUB #1: JACK Card Club member who divulges his true identity first. He will appear randomly in front of the whereabout panel, and then will challenge you to a game if you speak to him. Because he uses cards as high as level 6, it may certainly be a hard and difficult fight if you did not collect cards up to then. CARD CLUB #2: CARD MAGICIAN/ JOKER If you beat Jack, a boy who sells items at the training facility will reveal his identity. You can fight with the rest of the Club without playing with him, but because he has the Leviathan card, you will want to seize it early. CARD CLUB #3: CARD KNIGHT/ CLUB He is one of the 4 lords of the Card Club circle, and he will reveal his identity if you beat Jack. He will appear randomly in the 1F corridor near the student dormitory. The cards he uses are limited to less than level 6, so his strength is not different from that of Jack. CARD CLUB #4: CARD PRINCESS/ DIAMOND One of the 4 lords of the Card Club circle (2 person team) that will appear if you beat Club. They are always grouped in front of the whereabout panel. They tend to often use level 7 cards. If you play with the feeling they are the same as the other CC members up to now, you should watch out because you will meet a hard experience. CARD CLUB #5: CARD PRINCE/ SPADE As usual, Spade is someone who conversess unconcerned, but if you beat Diamond he will reveal that he is one of the 4 lords of CC circle. Because he often uses level 7 cards like Diamondd, it will be wise to resist with rare cards. Here, the man who gave you 7 cards at the beginning of the game is Spade. CARD CLUB #6: CARD QUEEN/ HEART The final of the 4 lords of the CC circle. If I say she is a woman who stands on the bridge, you will probably understand who she iss. To meet her, you not only have to beat Spadee, but you also have to get past the restoration event of the Balamb Garden. Because she has the Carbuncle card, you should definitely confront her. CARD CLUB #7: CARD MASTER/ KING If you beat Heart, Dr. Kadowaki will tell you information about King (speak with the square button). Afterwards, if you sleep in Squall's room, the King will randomly appear. You must get the Gilgamesh card from her. The moment King arrives is pitch black. If you meet her, the CC event is over. II. SECRETS OF THE CARD QUEEN SECRET #1: THE POWER CARD QUEEN HOLDS AND THE RULES GOVERNING HER MOVEMENT Everytime you pay 30000 gil to the Card Queen (hereafter referred to as "Queen"), a new rule is added to the area where the Queen is. The order by which the rules are added goes like this: Open -> Same -> Plus -> Random Hand -> Sudden Death -> Wall Same -> Elemental. If the relevent rule was already added to that areaa, then the next rule on the order is added. Furthermore, if you do a rare card trade with the Queen, right afterwards the Queen will definitely relocate. At this time, right before she movess, the Queen will decidedd which area she will be next. Card Queen's Movement Pattern Present Area Area She Will Move To ------------ --------------------- Balamb Dollet (37.5%), Galbadia (62.5%) Galbadia Balamb (12.5%), Dollet (12.5%), Centra (12.5 %), F.H. (62.5%) Dollet Balamb (37.5%), Galbadia (62.5%) Trabia Balamb (25%), Dollet (50%), Space (25%) Centra Galbadia (37.5%), Dollet (37.5%), F. H. (25%) F. H. Dollet (12.5%), Centra (25%), Esthar (62.5%) Esthar Dollet (12.5%), Trabia (25%), F. H. (12.5%), Space (50%) Space All areas including Space (she will not say where she is going). * Note 1: The number within the brackets are the probability she will move to that area. **Note 2: When the Queen says, "I will go on a journey to somewhere far away," she will move to Space. The Whereabouts of the Card Queen in Every Area Balamb Area Balamb, Balamb station Galbadia Area Dering City, hotel front Dollet Area Dollet, pub 2F Trabiaa Area Shumi Village, hotel front Centra Area Winhill, hotel front F. H. Area F. H. Esthar Area Esthar, official residence lobby Space Area Luna Gate, concourse SECRET #2: AN EVENT/OCCURRENCE THAT LETS YOU GET RARE CARDS IN DOLLET Only in the case when the Queen is in Dollet, an item is added to the selection bars for conversing with her. It says, "talk about your artist father". If you choose this, after she talks about her father who is an artist, the Queen will want a rare card in the order on the chart below. If you lose to her in a card game (and you can do this in any area) and let her take it in a trade, her artist father will draw a "New Rare Card". To find out who in the world is circulating the "new rare card", it is okay to ask the Queen about "her artist father" while she is in Dollet. Incidentally, the card that was taken by the Queen was passed on to the artist's grand child in Dollet, and you can get it back if you play a card game with him/her. EVENT OCCURRENCE CONDITION: AFTER YOU HANDED OVER A PREDETERMINED CARD TO THE QUEEN IN ANY AREA, GO TALK TO THE QUEEN ON PUB 2F IN DOLLET ABOUT "HER ARTIST FATHER". Order Wanted Card New Card Player Who Will Have the Newly Arrived Card ------------------------------------------------------------------------ ----------- 1 Kid Morguri Kilos Dering City, shoppin mall- man in black suit 2 Secret Irvine F. H. stationmaster home, 2F- Flo 3 Kid Chocobo Fat Chocobo Balamb Garden, 1F corridor- Mr. Brain 4 Alexander Grasharaboras Timber, pub's bartender 5 Grasharaboras Phoenix Esthar, presidential offical residence- assistant III. COMPLETING YOUR COLLECTION (Rare Card Map) Trabia Garden: Selphie Dollet: Celine Chocobo's Sacred Ground: Kid Chocobo Grave of Nameless King: Secret, Minotauros Balamb: Pandemonium, Zell Dering City: Kilos, Rinoa Cave of Flame: Ifrit Galbadia Garden: Cereberos Balamb Garden: Fat Chocobo, Leviathan, Diablos (magic lamp), Gilgamesh, Quistis, Koyokoyo (Balamb Garden's old spot), Kid Morguri, Seifer, Carbungle. Timber: Grasharaboras, Angelo (Hideout train) F. H.: Quetzalcoat, Irvine White SeeD ship: Shiva Centra ruin: Odin Esthar: Phoenix, Ward, Squall Edea's Home: Edea Luna Side Base: Alexander, Laguna Artificial Island for Oceanic Research: Bahamoot, Eden RESCUE MEASURES FOR GETTING RARE CARDS If you enter Disc 4, because you cannot meet any one holding rare cards, you may think that it is impossible to complete your collection if you have not collected all the rare cards by this point. However, an event that becomes a rescue measure for this is especially prepared. First, the Queen arrives at the escape pod retrieval site, which is in the Abandon plains in Esthar. If you play a card game with her, the Queen will use rare cards that you do not have. Incidentally, at this time the Queen will use a combination of special rules not belonging to any area. Furthermore, if you completed the CC circle event before Disc 3 ended, CC circle members are regaining strength about the spaceship Lagunarock in Disc 4. At this point, they are not only using rare cards you don't have (The Queen peepss in), they are using rare cards that were destroyedd with "Card Change". However, be aware that Koyokoyo cards cannot be obtained by this rescue measure. Incidentally, members of the CC circle are using rules that is different from various areas. Again, among CC circle comrades, just like the transmission of rules among areas, you will be introduced to new rules and have old ones erased. If you want to play a card game with the King, enter this person into your party, and you must speak using the square button inside the spaceship Lagunarock. IF YOU COLLECTED ALL THE CARDS..? If you collected all the cards, a star mark is fixed to the right of the "Card" item on the menu screen. Incidentally, as for card that you got once, it doesn't matter to the fact that you completed the collection if you had it taken or changed by using the "Card Change" function. Essentially, if the requirements for "getting all the cards is fulfilled once", you will always have a star to show you've completed the collection!! --------------- | Monster Cards | --------------- *********************************************************************** **********************Level 1 Monster Cards**************************** *********************************************************************** --------------------- | Geezard | |---------------------| | 1 | | 5 4 | | 1 | |---------------------| | Level:1 | |--------------------- | Elemental:N/A | |---------------------| | Class:Monster | |---------------------| | Card Mod:1=5 Screws | --------------------- ---------------------------- | Funguar | |----------------------------| | 5 | | 3 1 | | 1 | |----------------------------| | Level:1 | |----------------------------| | Elemental:N/A | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:1=1 M-Stone Piece | ---------------------------- ---------------------------- | Bite Bug | |---------------------------- | 1 | | 5 3 | | 3 | |---------------------------- | Level:1 | |---------------------------- | Elemental:N/A | |---------------------------- | Class:Monster | |---------------------------- | Card Mod:1=1 M-Stone Piece | ---------------------------- --------------------------- | Red Bat | |---------------------------| | 6 | | 2 1 | | 1 | |---------------------------| | Level:1 | |---------------------------| | Elemental:N/A | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Vampire Fang | --------------------------- -------------------------- | Blobra | |--------------------------| | 2 | | 5 3 | | 1 | |--------------------------| | Level:1 | |--------------------------| | Elemental:N/A | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:4=1 Rune Armlet | -------------------------- ---------------------------- | Gayla | |----------------------------| | 2 | | 4 1 | | 4 | |----------------------------| | Level:1 | |----------------------------| | Elemental:Thunder | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:1=1 Mystery Fluid | ---------------------------- ------------------------- | Gesper | |-------------------------| | 1 | | 1 5 | | 4 | |-------------------------| | Level:1 | |-------------------------| | Elemental:N/A | |-------------------------| | Class:Monster | |-------------------------| | Card Mod:1=1 Black Hole | ------------------------- ---------------------------- | Fastitocalon-F | |----------------------------| | 3 | | 1 5 | | 2 | |----------------------------| | Level:1 | |----------------------------| | Elemental:Earth | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:5=1 Water Crystal | ---------------------------- ---------------------------- | Blood Soul | |----------------------------| | 2 | | 1 1 | | 6 | |----------------------------| | Level:1 | |----------------------------| | Elemental:N/A | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:1=1 Zombie Powder | ---------------------------- ------------------------- | Caterchipillar | |-------------------------| | 4 | | 3 2 | | 4 | |-------------------------| | Level:1 | |-------------------------| | Elemental:N/A | |-------------------------| | Class:Monster | |-------------------------| | Card Mod:1=1 Spider Web | ------------------------- -------------------------------- | Cockatrice | |--------------------------------| | 2 | | 6 1 | | 2 | |--------------------------------| | Level:1 | |--------------------------------| | Elemental:Thunder | |--------------------------------| | Class:Monster | |--------------------------------| | Card Mod:1=1 Cockatrice Pinion | -------------------------------- *********************************************************************** **************** Level 2 Monster Cards ******************************** *********************************************************************** -------------------------- | Grat | |--------------------------| | 7 | |1 1 | | 3 | |--------------------------| | Level:2 | --------------------------| | Elemental:N/A | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Magic Stone | -------------------------- -------------------------- | Buel | |--------------------------| | 6 | |3 3 | | 2 | |--------------------------| | Level:2 | |--------------------------| | Elemental:N/A | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Magic Stone | -------------------------- ------------------------------ | Mesmerize | |------------------------------| | 5 | | 4 3 | | 3 | |------------------------------| | Level:2 | |------------------------------| | Elemental:N/A | |------------------------------| | Class:Monster | |------------------------------| | Card Mod:1=1 Mesmerize Blade | ------------------------------ -------------------------- | Glacial Eye | |--------------------------| | 6 | | 3 1 | | 4 | |--------------------------| | Level:2 | |--------------------------| | Elemental:Ice | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Arctic Wind | -------------------------- ------------------------ | Belhelmel | |------------------------| | 3 | | 3 4 | | 5 | |------------------------| | Level:2 | |------------------------| | Elemental:N/A | |------------------------| | Class:Monster | |------------------------| | Card Mod:1=1 Saw Blade | ------------------------ ---------------------------- | Thrustaevis | |----------------------------| | 5 | | 5 3 | | 2 | |----------------------------| | Level:2 | |----------------------------| | Elemental:Wind | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:1=1 Shear Feather | ---------------------------- ------------------------- | Anacondaur | |-------------------------| | 5 | | 5 1 | | 3 | |-------------------------| | Level:2 | |-------------------------| | Elemental:Poison | |-------------------------| | Class:Monster | |-------------------------| | Card Mod:1=1 Venom Fang | ------------------------- ----------------------------- | Creeps | |-----------------------------| | 5 | | 2 2 | | 5 | |-----------------------------| | Level:2 | |-----------------------------| | Elemental:Thunder | |-----------------------------| | Class:Monster | |-----------------------------| | Card Mod:1=1 Coral Fragment | ----------------------------- ------------------------- | Grendel | |------------------------- | 4 | | 2 4 | | 5 | |-------------------------| | Level:2 | |-------------------------| | Elemental:Thunder | |-------------------------| | Class:Monster | |-------------------------| | Card Mod:1=1 Dragon Fin | ------------------------- -------------------------- | Jelleye | |--------------------------| | 3 | | 7 2 | | 1 | |--------------------------| | Level:2 | |--------------------------| | Elemental:N/A | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Magic Stone | -------------------------- -------------------------- | Grand Mantis | |--------------------------| | 5 | | 3 2 | | 5 | |--------------------------| | Level:2 | |--------------------------| | Elemental:N/A | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Sharp Spike | -------------------------- *********************************************************************** *********************Level 3 Monster Cards***************************** *********************************************************************** ----------------------------- | Forbidden | |-----------------------------| | 6 | | 2 6 | | 3 | |-----------------------------| | Level:3 | |-----------------------------| | Elemental:N/A | |-----------------------------| | Class:Monster | |-----------------------------| | Card Mod:1=1 Betrayal Sword | ----------------------------- ------------------------ | Armadodo | |------------------------| | 6 | | 6 3 | | 1 | |------------------------| | Level:3 | |------------------------| | Elemental:Earth | |------------------------| | Class:Monster | |------------------------| | Card Mod:1=1 Dino Bone | ------------------------ -------------------------- | Tri-Face | |--------------------------| | 3 | | 5 5 | | 5 | |--------------------------| | Level:3 | |--------------------------| | Elemental:Poison | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Curse Spike | -------------------------- ---------------------------- | Fastitocalon | |----------------------------| | 7 | | 3 5 | | 1 | |----------------------------| | Level:3 | |----------------------------| | Elemental:Earth | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:1=1 Water Crystal | ---------------------------- ------------------------- | Snow Lion | |-------------------------| | 7 | | 3 1 | | 5 | |-------------------------| | Level:3 | |-------------------------| | Elemental:Ice | |-------------------------| | Class:Monster | |-------------------------| | Card Mod:1=1 North Wind | ------------------------- ---------------------------- | Ochu | |----------------------------| | 5 | |3 6 | | 3 | |----------------------------| | Level:3 | |----------------------------| | Elemental:N/A | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:1=1 Ochu Tentacle | ---------------------------- --------------------------- | SAM08G | |---------------------------| | 5 | | 4 6 | | 2 | |---------------------------| | Level:3 | |---------------------------| | Elemental:Fire | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Running Fire | --------------------------- -------------------------- | Death Claw | |--------------------------| | 4 | | 2 4 | | 7 | |--------------------------| | Level:3 | |--------------------------| | Elemental:Fire | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Sharp Spike | -------------------------- --------------------------- | Cactaur | |---------------------------| | 6 | | 3 2 | | 6 | |---------------------------| | Level:3 | |---------------------------| | Elemental:N/A | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Cactus Thorn | --------------------------- --------------------------- | Tonberry | |---------------------------| | 3 | | 4 6 | | 4 | |---------------------------| | Level:3 | |---------------------------| | Elemental:N/A | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Chef's Knife | --------------------------- ----------------------- | Abyss Worm | |-----------------------| | 7 | | 5 2 | | 3 | |-----------------------| | Level:3 | |-----------------------| | Elemental:Thunder | |-----------------------| | Class:Monster | |-----------------------| | Card Mod:1=1 Windmill | ----------------------- *********************************************************************** ********************Level 4 Monster Cards****************************** *********************************************************************** --------------------------- | Turtapod | |---------------------------| | 2 | | 7 3 | | 6 | |---------------------------| | Level:4 | |---------------------------| | Elemental:N/A | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:5=1 Healing Mail | --------------------------- --------------------------- | Vysage | |---------------------------| | 6 | | 5 5 | | 4 | |---------------------------| | Level:4 | |---------------------------| | Elemental:N/A | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Wizard Stone | --------------------------- ------------------------ | T-Rexaur | |------------------------| | 4 | | 7 6 | | 2 | |------------------------| | Level:4 | |------------------------| | Elemental:N/A | |------------------------| | Class:Monster | |------------------------| | Card Mod:2=1 Dino Bone | ------------------------ ---------------------------- | Bomb | |----------------------------| | 2 | |3 7 | | 6 | |----------------------------| | Level:4 | |----------------------------| | Elemental:Fire | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:1=1 Bomb Fragment | ---------------------------- --------------------------- | Blitz | |---------------------------| | 1 | | 7 6 | | 4 | |---------------------------| | Level:4 | |---------------------------| | Elemental:Thunder | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Dynamo Stone | --------------------------- ------------------------ | Wendigo | |------------------------| | 7 | | 6 3 | | 1 | |------------------------| | Level:4 | |------------------------| | Elemental:N/A | |------------------------| | Class:Monster | |------------------------| | Card Mod:1=1 Steel Orb | ------------------------ ------------------------ | Torama | |------------------------| | 7 | | 4 4 | | 4 | |------------------------| | Level:4 | |------------------------| | Elemental:N/A | |------------------------| | Class:Monster | |------------------------| | Card Mod:5=1 Life Ring | ------------------------ --------------------------- | Imp | |---------------------------| | 3 | |6 7 | | 3 | |---------------------------| | Level:4 | |---------------------------| | Elemental:N/A | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Wizard Stone | --------------------------- ---------------------------- | Blue Dragon | |----------------------------| | 6 | | 3 2 | | 7 | |----------------------------| | Level:4 | |----------------------------| | Elemental:Poison | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:4=1 Fury Fragment | ---------------------------- --------------------------- | Adamantoise | |---------------------------| | 4 | | 6 5 | | 5 | |---------------------------| | Level:4 | |---------------------------| | Elemental:Earth | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:3=1 Turtle Shell | --------------------------- -------------------------- | Hexadragon | |--------------------------| | 7 | | 3 5 | | 4 | |--------------------------| | Level:4 | |--------------------------| | Elemental:Fire | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:1=1 Sharp Spike | -------------------------- *********************************************************************** *******************Level 5 Monster Cards******************************* *********************************************************************** ---------------------------- | Iron Giant | |----------------------------| | 6 | | 5 5 | | 6 | |----------------------------| | Level:5 | |----------------------------| | Elemental:N/A | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:3=1 Star Fragment | ---------------------------- ----------------------- | Behemoth | |-----------------------| | 3 | | 7 6 | | 5 | |-----------------------| | Level:5 | |-----------------------| | Elemental:Earth | |-----------------------| | Class:Monster | |-----------------------| | Card Mod:10=1 Barrier | ----------------------- -------------------------- | Chimera | |--------------------------| | 7 | | 3 6 | | 5 | |--------------------------| | Level:5 | |--------------------------| | Elemental:Water | |--------------------------| | Class:Monster | |--------------------------| | Card Mod:10=1 Regen Ring | -------------------------- ----------------------------- | Pupu | |-----------------------------| | 3 | | 1 A | | 2 | |-----------------------------| | Level:5 | |-----------------------------| | Elemental:N/A | |-----------------------------| | Class:Monster | |-----------------------------| | Card Mod:1=1 Hungry Cookpot | ----------------------------- ------------------------- | Elastoid | |-------------------------| | 6 | | 7 2 | | 6 | |-------------------------| | Level:5 | |-------------------------| | Elemental:N/A | |-------------------------| | Class:Monster | |-------------------------| | Card Mod:1=1 Steel Pipe | ------------------------- ------------------------- | GIM47M | |-------------------------| | 5 | | 4 5 | | 7 | |-------------------------| | Level:5 | |-------------------------| | Elemental:N/A | |-------------------------| | Class:Monster | |-------------------------| | Card Mod:1=10 Fast Ammo | ------------------------- ------------------------------- | Malboro | |-------------------------------| | 7 | | 2 7 | | 4 | |-------------------------------| | Level:5 | |-------------------------------| | Elemental:Poison | |-------------------------------| | Class:Monster | |-------------------------------| | Card Mod:4=1 Malboro Tentacle | ------------------------------- ---------------------------- | Ruby Dragon | |----------------------------| | 7 | | 4 2 | | 7 | |----------------------------| | Level:5 | |----------------------------| | Elemental:Fire | |----------------------------| | Class:Monster | |----------------------------| | Card Mod:10=1 Inferno Fang | ---------------------------- ------------------------------ | Elnoyle | |------------------------------| | 5 | | 6 3 | | 7 | |------------------------------| | Level:5 | |------------------------------| | Elemental:N/A | |------------------------------| | Class:Monster | |------------------------------| | Card Mod:10=1 Energy Crystal | ------------------------------ --------------------------- | Tonberry King | |---------------------------| | 4 | | 4 6 | | 7 | |---------------------------| | Level:5 | |---------------------------| | Elemental:N/A | |---------------------------| | Class:Monster | |---------------------------| | Card Mod:1=1 Chef's Knife | --------------------------- ----------------------- | Wedge,Biggs | |-----------------------| | 6 | | 7 6 | | 2 | |-----------------------| | Level:5 | |-----------------------| | Elemental:N/A | |-----------------------| | Class:Monster | |-----------------------| | Card Mod:1=1 X-Potion | ----------------------- *********************************************************************** ************************Level 6 Boss Cards***************************** *********************************************************************** *********************************************************************** *********************************************************************** *************************CREATURE GUIDE******************************** *********************************************************************** *********************************************************************** Thanks to Morduk@hotmail.com Thanks to SDallas15@aol.com both of who are responsible for making this creature guide entirely This creature guide is copyright to Sdallas15@aol.com, and Morduk@hotmail.com. I've combined these two faqs together to make this monster list which will be updated everytime these two faq writers update their creature guides ======================================================================== ========================= KEY ======================================================================== ========================= Here is how each monster will be setup in a table. This will make it much easier to read. I put some notes that explain some of the numbers or symbols I put so here are the explanations. Note 1: 4=absorbs, 3=doesn't work, 2=works well, 1=normal effect, 2+=kills instantly Note 2: HP rounded to 100s. MONSTER NAME / ---------------- --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- | | Earth | | | | Fire | | | | Holy | | | | Ice | | | | Poison | | | | Thunder | | | | Water | | | | Wind | | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | HP | 10 | HP | 20 | HP | 30 | HP | 40 | HP | 50 | HP | 60 | HP | 70 | HP | 80 | HP | 90 | HP | 100 | HP | ----------------------- ======================================================================== ========================= 4-CREATURES ======================================================================== ========================= ------------------------------------------------------------------------ ------------------------- 4.1-Creatures that start with "A" ------------------------------------------------------------------------ ------------------------- _______________ / A B A D O N \__________________________________________________ | \ | Monster Name: Abadon | | HP range: 510 - 17,010 | | EXP Gained: None | | AP Gained: 40 | | Type: Undead | | Strong against: -- | | Weak Against: Fire, Holy & Cure | | Magic that can be Drawn: | | Lvl. 1 - 19: Cure; Esuna; Dispel | | Lvl. 20 -29: Cura; Esuna; Dispel | | Lvl. 30 -34: Curaga; Esuna; Dispel; Flare | | Location(s): Esthar; Great Salt Lake | | Cards: NONE | | Item(s) Gained: | | Lvl. 1 - 19: Flare Stone | | Lvl. 20 -39: Flare Stone | | Lvl. 30 -34: Flare Stone | | Item(s) Mugged: | | Lvl. 1 - 19: Power Wrist | | Lvl. 20 -39: Power Wrist | | Lvl. 30 -34: Power Wrist | | | | | \________________________________________________________________/ __________________________ / A B Y S S W O R M \_______________________________________ | \ | Monster Name: Abyss Worm | | HP range: 210 - 26,000 | | EXP Gained: 100 (+10) | | AP Gained: 6 | | Type: None | | Strong against: Earth | | Weak Against: Wind; Water | | Magic that can be Drawn: | | Lvl. 1 - 19: Aero | | Lvl. 20 -39: Aero | | Lvl. 30-100: Aero; Tornado; Quake | | Location(s): Esthar; Kashkabald Desert; Ultimecia Castle | | Cards: Abyss Worm (Dropped; Mod Card); Abadon (Mod Rare) | | Item(s) Gained: | | Lvl. 1 - 19: M-Stone; Magic Stone; Windmill | | Lvl. 20 -39: Magic Stone; Wizard Stone; Windmill | | Lvl. 30-100: Windmill | | Item(s) Mugged: | | Lvl. 1 - 19: Magic Stone; Windmill | | Lvl. 20 -39: Windmill | | Lvl. 30 -34: Windmill | | | \________________________________________________________________/ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- A head protruding from the| | Earth | 3 | earth. Only a part of the| | Fire | 1 | body is exposed. Uses | | Holy | 1 | Earthquake when attacked | | Ice | 1 | by enemies. | | Poison | 1 | | | Thunder | 1 | | | Water | 2 | | | Wind | 2 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 200 | 10 | 2100 | 20 | 4400 | 30 | 6800 | 40 | 9200 | 50 | 11,800 | 60 | 14,400 | 70 | 17,200 | 80 | 20,000 | 90 | 23,000 | 100 | 26,000 | ----------------------- ------------------------------------------------------------------------ ------------------------- ________________________ / A D A M A N T O I S E \_______________________________________ | \ | Monster Name: Adamantoise | | HP Range: 573 - 42,500 | | EXP Gained: 50 (+10) | | AP Gained: 4 | | Type: None | | Strong Against: None | | Weak Against: Thunder; Earth | | Magic that can be Drawn: | | Lvl. 1 - 19: Blizzard | | Lvl. 20 -29: Blizzard; Shell; Protect | | Lvl. 30-100: Blizzaga; Shell; Protect; Reflect | | Location(s): Dollet; Ultimecia Castle | | Cards: Adamantoise (Dropped); Adamantoise (Card Mod); Sphinxaur| | (Mod Rare) | Item(s) Gained: | | Lvl. 1 - 19: Turtle Shell; Whisper; Orihalcon | | Lvl. 20 -29: Orihalcon; Adamantine | | Lvl. 30 -34: Adamantine | | Item(s) Mugged: | | Lvl. 1 - 19: Whisper | | Lvl. 20 -29: Whisper | | Lvl. 30 -34: Orihalcon; Whisper | | | \_______________________________________________________________/ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- In high defence ability | | Earth | 2 | makes it hard to defeat. | | Fire | 1 | Owns rare items that make | | Holy | 1 | it worth the effort. | | Ice | 1 | | | Poison | 1 | | | Thunder | 2 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 600 | 10 | 1500 | 20 | 3300 | 30 | 5800 | 40 | 8900 | 50 | 12,800 | 60 | 17,300 | 70 | 22,600 | 80 | 18,500 | 90 | 35,200 | 100 | 42,500 | ----------------------- ------------------------------------------------------------------------ ------------------------- __________ / A D E L \____________________________________________________ | \ | Monster Name: Adel | | HP Range: 6,000 - 51,000 | | EXP Gained: None | | AP Gained: None | | Type: None | | Strong Against: None | | Weak Against: None | | Magic that can be Drawn: | | Lvl. 1 - 19: Fire; Thunder; Bizzard | | Lvl. 20 -29: Fira; Thundara; Bizzara | | Lvl. 30 -46: Friaga; Thundaga; Blizzaga | | Location(s): Lunar Pandora | | Cards: None | | Item(s) Gained: | | Lvl. 1 - 19: None | | Lvl. 20 -29: None | | Lvl. 30 -34: None | | Item(s) Mugged: | | Lvl. 1 - 19: Samantha Soul | | Lvl. 20 -29: Samantha Soul | | Lvl. 30 -34: Samantha Soul | | | \______________________________________________________________/ ______________________ / A N A C O N D A U R \__________________________________________ | \ | Monster Name: Anacondaur | | HP Range: 842 - 24,800 | | EXP Gained: 60 (+10) | | AP Gained: 4 | | Type: None | | Strong Against: Fire | | Weak Against: Ice | | Magic that can be Drawn: | | Lvl. 1 - 19: Fire; Cure | | Lvl. 20 -29: Fira; Cura | | Lvl. 30-100: Friaga; Curaga; Bio | | Location(s): Dollet; Timber; Deep Sea Research Center | | Cards: Anacondaur (Dropped); Anacondaur (Mod Card); Mobile Type 8 | (Mod Rare) | | Item(s) Gained: | | Lvl. 1 - 19: M-Stone; Venom Fang; Dragon Skin | | Lvl. 20 -29: Venom Fang; Dragon Skin | | Lvl. 30-100: Dragon Skin; Star Fragment | | Item(s) Mugged: | | Lvl. 1 - 19: Venom Fang | | Lvl. 20 -29: Venom Fang | | Lvl. 30 -34: Venom Fang | | | \_________________________________________________________________/ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- A large venomous snake | | Earth | 1 | that use squeeze attacks. | | Fire | 1 | Use caution when it's HP | | Holy | 1 | is low. | | Ice | 2 | | | Poison | 4 | | | Thunder | 1 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 900 | 10 | 1400 | 20 | 2400 | 30 | 3800 | 40 | 5600 | 50 | 7800 | 60 | 10,400 | 70 | 13,400 | 80 | 16,800 | 90 | 20,700 | 100 | 24,800 | ----------------------- ------------------------------------------------------------------------ ------------------------- __________________ / A R M A D O D O \______________________________________________ | \ | Monster Name: Armadodo | | HP Range: 731 - 18,700 | | EXP Gained: 80 (+15) | | AP Gained: 3 | | Type: None | | Strong Against: None | | Magic that can be Drawn: | | Lvl. 1 - 19: Protect | | Lvl. 20 -29: Protect; Shell | | Lvl. 30-100: Protect; Shell; Quake | | Location(s): Tomb of the Unknown King; Ultimeia Castle | | Cards: Armadodo (Dropped); Armadodo (Mod Card); Catoblepas | | (Mod Rare) | | Item(s) Gained: | | Lvl. 1 - 19: M-Stone; Sharp Spike | | Lvl. 20 -29: Magic Stone; Sharp Spike; Turtle Shell | | Lvl. 30 -34: Turtle Shell; Sharp Spike | | Item(s) Mugged: | | Lvl. 1 - 19: Magic Stone | | Lvl. 20 -29: Magic Stone | | Lvl. 30 -34: Magic Stone | | | \_________________________________________________________________/ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- It's hard shell is | | Earth | 1 | difficult to damage | | Fire | 1 | physically, legs are small| | Holy | 1 | and falls easily when | | Ice | 1 | attacked with force. | | Poison | 1 | | | Thunder | 1 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 800 | 10 | 1200 | 20 | 1900 | 30 | 3000 | 40 | 4300 | 50 | 6000 | 60 | 8000 | 70 | 10,200 | 80 | 12,700 | 90 | 15,600 | 100 | 18,800 | ----------------------- ------------------------------------------------------------------------ ------------------------- 4.2-Creatures that start with "B" ------------------------------------------------------------------------ ------------------------- ________________ / B A H A M U T \________________________________________________ | \ | Monster Name: Bahamut | | HP Range: 10,800 - 90,000 | | EXP Gained: None | | AP Gained: 40 | | Type: Flying | | Strong Against: Poison; Thunder; Wind | | Weak Against: None | | Magic that can be Drawn: | | Lvl. 1 - 19: Flare; Curaga; Full-Life; Dispel | | Lvl. 20 -29: Flare; Curaga; Full-Life; Dispel | | Lvl. 30-100: Flare; Curaga; Full-Life; Dispel | | Location(s): Deep Sea Research Center | | Cards: Bahamut (Dropped) | | Item(s) Gained: | | Lvl. 1 - 19: Hyper Wrist | | Lvl. 20 -29: Hyper Wrist | | Lvl. 30 -34: Hyper Wrist | | Item(s) Mugged: | | Lvl. 1 - 19: Hyper Wrist | | Lvl. 20 -29: Hyper Wrist | | Lvl. 30 -34: Hyper Wrist | | | \_________________________________________________________________/ __________________ / B E H E M O T H \______________________________________________ | \ | Monster Name: Behemoth | | HP Range: 35,263 - 91,000 | | EXP Gained: 200 (+30) | | AP Gained: 12 | | Type: None | | Strong Against: None | | Weak Against: None | | Magic that can be Drawn: | | Lvl. 1 - 19: Regen; Tornado | | Lvl. 30 -39: Regen; Tornado | | Lvl. 40-100: Regen; Tornado; Flare | | Location(s): Esthar; Great Plains of Esthar; DSRC | | Cards: Behemoth (Dropped); Behemoth (Mod Card); BGH251F2 | | (Mod Rare) | | Item(s) Gained: | | Lvl. 1 - 19: Wizard Stone; Barrier | | Lvl. 30 -39: Barrier; Giant's Ring; Energy Crystal | | Lvl. 40-100: Barrier; Giant's Ring; Energy Crystal | | Item(s) Mugged: | | Lvl. 1 - 19: Barrier | | Lvl. 30 -39: Barrier | | Lvl. 40-100: Barrier | | | \_________________________________________________________________/ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- Uses powerful magic like | | Earth | 1 | Meteor, is very hard to | | Fire | 1 | defeat | | Holy | 1 | | | Ice | 1 | | | Poison | 1 | | | Thunder | 1 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 35,300 | 10 | 37,900 | 20 | 41,500 | 30 | 45,500 | 40 | 50,100 | 50 | 55,500 | 60 | 61,500 | 70 | 68,000 | 80 | 75,000 | 90 | 82,700 | 100 | 91,000 | ----------------------- ------------------------------------------------------------------------ ------------------------- ____________________ / B E L H E L M E L \____________________________________________ | \ | Monster Name: Belhelmel | | HP Range: 369 - 5,760 | | EXP Gained: 10 (+6) | | AP Gained: 2 | | Type: Flying | | Strong Against: Thunder | | Weak Against: Holy | | Magic that can be Drawn: | | Lvl. 1 - 19: Sleep; Thunder | | Lvl. 20 -29: Berserk; Thundara | | Lvl. 30-100: Confuse; Thundaga | | Location(s): Galbadia; Lollapalooza Canyon; Ultimecia Castle | | Cards: Belhelmel (Dropped); Belhelmel (Mod Card); Belhelmel | | (Mod Rare) | | Item(s) Gained: | | Lvl. 1 - 19: M-Stone; Saw Blade | | Lvl. 20 -29: Magic Stone; Saw Blade | | Lvl. 30-100: Wizard Stone; Saw Blade; Laser Cannon | | Item(s) Mugged: | | Lvl. 1 - 19: Saw Blade | | Lvl. 20 -29: Saw Blade | | Lvl. 30 -34: Saw Blade | | | \_________________________________________________________________/ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- Rotating blade around it's| | Earth | 3 | face, battle tactics | | Fire | 1 | change when its face turns| | Holy | 2 | | | Ice | 1 | | | Poison | 1 | | | Thunder | 4 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 400 | 10 | 600 | 20 | 700 | 30 | 1100 | 40 | 1500 | 50 | 2000 | 60 | 2500 | 70 | 3200 | 80 | 4000 | 90 | 4900 | 100 | 5800 | ----------------------- ------------------------------------------------------------------------ ------------------------- ____________________________ / B G H 2 5 1 F 2 (Round 1) \____________________________________ | \ | Monster Name: BGH251F2 (1st Round) | | HP Range: 4,200 - 8,400 | | EXP Gained: None | | AP Gained: 20 | | Type: None | | Strong Against: Nothing | | Weak Against: Thunder; Earth; Water | | Magic that can be Drawn: | | Lvl. 1 - 19: Shell; Protect; Stop | | Lvl. 20 -22: Shell; Protect; Stop | | Location(s): Galbadia Missle Base | | Cards: None | | Item(s) Gained: | | Lvl. 1 - 19: None | | Lvl. 20 -29: None | | Lvl. 30 -34: None | | Item(s) Mugged: | | Lvl. 1 - 19: None | | Lvl. 20 -29: None | | Lvl. 30 -34: None | | | \_________________________________________________________________/ ____________________________ / B G H 2 5 1 F 2 (Round 2) \____________________________________ | \ | Monster Name: BGH251F2 (2nd Round) | | HP Range: 5,100 - 7,800 | | EXP Gained: None | | AP Gained: 20 | | Type: None | | Strong Against: None | | Weak Against: Thunder; Water; Earth | | Magic that can be Drawn: | | Lvl. 1 - 19: Shell; Protect; Stop | | Lvl. 20 -28: Shell; Protect; Stop | | Location(s): Fisherman's Horizon | | Cards: None | | Item(s) Gained: | | Lvl. 1 - 19: Running Fire; Missile | | Lvl. 20 -28: Running Fire; Missile | | Item(s) Mugged: | | Lvl. 1 - 19: Adamantine | | Lvl. 20 -28: Adamantine | | | | | \_________________________________________________________________/ ______________________ / B I G G S (Round 1) \__________________________________________ | \ | Monster Name: Biggs (1st Round) | | HP Range: 467 - 705 | | EXP Gained: None | | AP Gained: 4 | | Type: None | | Strong Against: None | | Weak Against: None | | Magic that can be Drawn: | | Lvl. 1 - 10: Fire | | Location(s): Dollet (Communications Tower) | | Cards: None | | Item(s) Gained: | | Lvl. 1 - 10: Elixir | | Item(s) Mugged: | | Lvl. 1 - 10: None | | | | | | | \_________________________________________________________________/ _______________________ / B I G G S (Round 2) \_________________________________________ | | Monster Name: Biggs (2nd Round) | HP Range: 1,467 - 2,235 | EXP Gained: None | AP Gained: 10 | Type: None | Strong Against: Nothing | Weak Against: Nothing | Magic that can be Drawn: | Lvl. 1 - 19: Cure; Haste; Slow; Regen | Lvl. 20 -22: Cura; Haste; Slow; Regen | Location(s): Galbadia D-District Prison | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Elixir | Lvl. 20 -22: Elixir | Item(s) Mugged: | Lvl. 1 - 19: Regen Ring | Lvl. 20 -22: Regen Ring | | \_________________________________________________________________ __________________ / B I T E B U G \______________________________________________ | | Monster Name: Bite Bug | HP Range: 114 - 2,510 | EXP Gained: 15 (+5) | AP Gained: 1 | Type: Flying | Strong Against: None | Weak Against: Ice; Wind | Magic that can be Drawn: | Lvl. 1 - 19: Fire; Scan | Lvl. 20 -29: Fira; Scan | Lvl. 30-100: Firaga; Scan | Location(s): Balamb (Grass); Trabia (Snowfield) | Cards: Bite Bug (Dropped); Bite Bug (Mod Card); Elnoyle | (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone | Lvl. 20 -29: M-Stone; Magic Stone | Lvl. 30-100: Wizard Stone | Item(s) Mugged: | Lvl. 1 - 19: M-Stone | Lvl. 20 -29: Magic Stone | Lvl. 30-100: Wizard Stone | \_________________________________________________________________ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- Bug monster that flies, | | Earth | 3 | stay calm and attack | | Fire | 1 | precisely. Not very | | Holy | 1 | strong monster. | | Ice | 2 | | | Poison | 1 | | | Thunder | 4 | | | Water | 1 | | | Wind | 2 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 100 | 10 | 300 | 20 | 400 | 30 | 500 | 40 | 600 | 50 | 800 | 60 | 1100 | 70 | 1400 | 80 | 1900 | 90 | 2200 | 100 | 2600 | ----------------------- ------------------------------------------------------------------------ ------------------------- ____________ / B L I T Z \____________________________________________________ | | Monster Name: Blitz | HP Range: 611 - 7,200 | EXP Gained: 20 (+10) | AP Gained: 2 | Type: None | Strong Against: None | Weak Against: None (Absorbs Thunder) | Magic that can be Drawn: | Lvl. 1 - 19: Thunder | Lvl. 20 -29: Thunder; Thundara | Lvl. 30-100: Thunder; Thundara; Thundaraga | Location(s): Galbadia Garden | Cards: Blitz (Drop); Blitz (Mod Card); Propagator (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Betrayal Sword; Coral Fragment | Lvl. 20 -29: Magic Stone; Betrayal Sword | Lvl. 30-100: Dynamo Stone | Item(s) Mugged: | Lvl. 1 - 19: Betrayal Sword | Lvl. 20 -29: Betrayal Sword | Lvl. 30-100: Betrayal Sword; Power Generator | \_________________________________________________________________ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- Becomes electified when | | Earth | 1 | effected with thunder and | | Fire | 1 | then does thunder damage. | | Holy | 1 | | | Ice | 1 | | | Poison | 1 | | | Thunder | 4 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 600 | 10 | 800 | 20 | 1100 | 30 | 1500 | 40 | 2000 | 50 | 2600 | 60 | 3300 | 70 | 4000 | 80 | 5000 | 90 | 6400 | 100 | 7300 | ----------------------- ------------------------------------------------------------------------ ------------------------- ______________ / B L O B R A \__________________________________________________ | | Monster Name: Blobra | HP Range: 246 - 3,840 | EXP Gained: 40 (+8) | AP Gained: 3 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Shell | Lvl. 20 -29: Shell; Blind; Berserk | Lvl. 30-100: Shell; Reflect; Blind; Confuse | Location(s): Tomb of the Unknown King; Balamb Garden | Cards: Blobra (Drop); Blobra (Mod Card); Granaldo (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Three Stars | Lvl. 20 -29: Magic Stone; Rune Armlet | Lvl. 30-100: Wizard Stone; Rume Armlet | Item(s) Mugged: | Lvl. 1 - 19: M-Stone; Rune Armlet | Lvl. 20 -29: Magic Stone; Rune Armlet | Lvl. 30-100: Wizard Stone; Rune Armlet | \_________________________________________________________________ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- Half-liquid creature | | Earth | 1 | resistant to physical | | Fire | 1 | attacks, weaknesses differ| | Holy | 1 | with each Blobra. | | Ice | 1 | | | Poison | 1 | | | Thunder | 1 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 300 | 10 | 400 | 20 | 500 | 30 | 700 | 40 | 1000 | 50 | 1300 | 60 | 1700 | 70 | 2200 | 80 | 2700 | 90 | 3400 | 100 | 4100 | ----------------------- ------------------------------------------------------------------------ ------------------------- ______________________ / B L O O D S O U L \__________________________________________ | | Monster Name: Blood Soul | HP Range: 510 - 6,500 | EXP Gained: 15 (+5) | AP Gained: 1 | Type: Flying / Undead | Strong Against: Poison | Weak Against: Holy; Fire | Magic that can be Drawn: | Lvl. 1 - 19: Zombie; Float | Lvl. 20 -29: Zombie; Float; Silence | Lvl. 30-100: Zombie; Float; Silence; Dispel | Location(s): Galbadia; Winhill | Cards: Blood Soul (Drop); Blood Soul (Mod Card); Abadon | (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Zombie Powder | Lvl. 20 -29: Zombie Powder; M-Stone | Lvl. 30-100: Zombie Powder; Magic Stone | Item(s) Mugged: | Lvl. 1 - 19: Zombie Powder | Lvl. 20 -29: Zombie Powder | Lvl. 30-100: Zombie Powder | \_________________________________________________________________ --------------------------- --------------------------------- Description | | Elemental | Effect | --------------------------- --------------------------------- Floats with gas that fills| | Earth | 3 | its body, has status | | Fire | 2 | changing magic that is | | Holy | 2+ | powerful. | | Ice | 1 | | | Poison | 3 | | | Thunder | 1 | | | Water | 1 | | | Wind | 1 | --------------------------- --------------------------------- ----------------------- Level | HP | ----------------------- 1 | 500 | 10 | 800 | 20 | 1000 | 30 | 1300 | 40 | 1700 | 50 | 2300 | 60 | 3000 | 70 | 3600 | 80 | 4600 | 90 | 5500 | 100 | 6500 | ----------------------- ________________________ / B L U E D R A G O N \________________________________________ | | Monster Name: Blue Dragon | HP Range: 236 - 41,000 | EXP Gained: 100 (+20) | AP Gained: 6 | Type: None | Strong Against: None | Weak Against: Ice | Magic that can be Drawn: | Lvl. 1 - 19: Blind | Lvl. 20 -29: Blind; Drain; Bio | Lvl. 30-100: Drain; Break; Death; Bio | Location(s): Trabia Snowfield | Cards: Blue Dragon (Drop); Blue Dragon (Card Mod); Mobile Type 8 | (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: Dragon Fang; Fury Fragment | Lvl. 20 -29: Dragon Fang; Fury Fragment | Lvl. 30-100: Dragon Fang; Fury Fragment | Item(s) Mugged: | Lvl. 1 - 19: Fury Fragment | Lvl. 20 -29: Fury Fragment | Lvl. 30-100: Fury Fragment | \_________________________________________________________________ __________ / B O M B \______________________________________________________ | | Monster Name: Bomb | HP Range: 288 - 5,080 | EXP Gained: 30 (+5) | AP Gained: 1 | Type: Flying | Strong Against: None | Weak Against: Wind; Ice | Magic that can be Drawn: | Lvl. 1 - 19: Fire | Lvl. 20 -29: Fire; Fira | Lvl. 30-100: Fie; Fira; Firaga; Meltdown | Location(s): Fire Cavern; Deep Sea Research Lab | Cards: Bomb (Drop); Bomb (Mod Card); Krysta (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Bomb Fragment | Lvl. 20 -29: Bomb Fragment; Magic Stone | Lvl. 30-100: Bomb Fragment | Item(s) Mugged: | Lvl. 1 - 19: Bomb Fragment | Lvl. 20 -29: Bomb Fragment | Lvl. 30-100: Bomb Fragment; Bomb Spirit | \_________________________________________________________________ __________ / B U E L \______________________________________________________ | | Monster Name: Buel | HP Range: 45 - 1,840 | EXP Gained: 5 (+1) | AP Gained: 1 | Type: Flying | Strong Against: None | Weak Against: Wind; Holy | Magic that can be Drawn: | Lvl. 1 - 19: Fire; Thunder; Blizzard | Lvl. 20 -29: Fira; Thundara; Blizzara | Lvl. 30-100: Firaga; Thundaga; Blizzaga | Location(s): Fire Cavern; Centra Ruins; Balamb Garden | Cards: Buel (Drop); Buel (Mod Card); Krysta (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone | Lvl. 20 -29: Magic Stone; Circlet | Lvl. 30-100: Wizard Stone | Item(s) Mugged: | Lvl. 1 - 19: M-Stone | Lvl. 20 -29: Magic Stone; Circlet | Lvl. 30-100: Wizard Stone; Circlet | \_________________________________________________________________ _______________ / C A C T U A R \_________________________________________________ | | Monster Name: Cactuar | HP Range: 202 - 1,400 | EXP Gained: 1 (+1) | AP Gained: 20 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Haste | Lvl. 20 -29: Haste | Lvl. 30-100: Haste | Location(s): Centra Ruins; Cactuar Island | Cards: Cactuar (Drop); Cactuar (Mod Card); Gerogero (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: Cactus Thorn; Lightweight | Lvl. 20 -29: Cactus Thorn; Lightweight | Lvl. 30-100: Cactus Thorn; Jet Engine | Item(s) Mugged: | Lvl. 1 - 19: Cactus Thorn | Lvl. 20 -29: Cactus Thorn | Lvl. 30-100: Cactus Thorn | \_________________________________________________________________ ______________________________ / C A T E R C H I P I L L A R \__________________________________ | | Monster Name: Caterchipillar | HP Range: 172 - 7,360 | EXP Gained: 28 (+5) | AP Gained: 2 | Type: None | Strong Against: Earth | Weak Against: Fire; Ice | Magic that can be Drawn: | Lvl. 1 - 19: Thunder; Cure | Lvl. 20 -29: Thundara; Cure; Slow | Lvl. 30-100: Thundaga; Curaga; Stop | Location(s): Balamb; Esthar | Cards: Caterchipillar (Drop); Caterchipillar (Mod Card); | Trauma (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: Spider Web; M-Stone | Lvl. 20 -29: Spider Web; Magic Stone | Lvl. 30-100: Spider Web; Wizard Stone | Item(s) Mugged: | Lvl. 1 - 19: Spider Web | Lvl. 20 -29: Spider Web | Lvl. 30-100: Spider Web | \_________________________________________________________________ ______________________ / C A T O B L E P A S \__________________________________________ | | Monster Name: Catoblepas | HP Range: 10,500 - 60,000 | EXP Gained: None | AP Gained: 30 | Type: None | Strong Against: None | Weak Against: Earth; Water | Magic that can be Drawn: | Lvl. 1 - 19: Meteor | Lvl. 20 -29: Meteor | Lvl. 30-100: Meteor | Location(s): Ultimecia Castle | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Status Attack | Lvl. 20 -29: Status Attack | Lvl. 30-100: Status Attack | Item(s) Mugged: | Lvl. 1 - 19: None | Lvl. 20 -29: None | Lvl. 30-100: None | \_________________________________________________________________ __________________ / C E R B E R U S \______________________________________________ | | Monster Name: Cerberus | HP Range: 7,100 - 10,000 | EXP Gained: None | AP Gained: 30 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Quake; Double | Lvl. 20 -29: Quake; Double; Triple | Lvl. 30 : Quake; Double; Triple | Location(s): Galbadia Garden | Cards: Cerberus (Drop) | Item(s) Gained: | Lvl. 1 - 19: G-Returner | Lvl. 20 -29: G-Returner | Lvl. 30 : G-Returner | Item(s) Mugged: | Lvl. 1 - 19: Spd-J Scroll | Lvl. 20 -29: Spd-J Scroll | Lvl. 30 : Spd-J Scroll | \_________________________________________________________________ ________________ / C H I M E R A \________________________________________________ | | Monster Name: Chimera | HP Range: 352 - 60,000 | EXP Gained: 150 (+20) | AP Gained: 10 | Type: None | Strong Against: None | Weak Against: Holy | Magic that can be Drawn: | Lvl. 1 - 19: Water; Thunder; Esuna | Lvl. 20 -29: Water; Bio; Thundara; Esuna | Lvl. 30-100: Water; Bio; Thundaga; Esuna | Location(s): Esthar; Ultimecia Castle | Cards: Chimera (Drop); Chimera (Mod Card); Hexadragon (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: Water Crystal; Red Fang | Lvl. 20 -29: Water Crystal; Red Fang; Star Fragment | Lvl. 30-100: Water Crystal; Red Fang; Regen Ring | Item(s) Mugged: | Lvl. 1 - 19: Red Fang | Lvl. 20 -29: Red Fang | Lvl. 30-100: Red Fang | \_________________________________________________________________ ______________________ / C O C K A T R I C E \__________________________________________ | | Monster Name: Cockatrice | HP Range: 1,007 - 5,200 | EXP Gained: 40 (+10) | AP Gained: 2 | Type: None | Strong Against: None | Weak Against: Wind | Magic that can be Drawn: | Lvl. 1 - 19: Thunder | Lvl. 20 -29: Thundara; Break | Lvl. 30-100: Thundaga; Break | Location(s): Timber; Obel Lake; Esthar | Cards: Cockatrice (Drop; Mod Card); Oilboyle (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: Coral Fragment; Cockatrice Pinion | Lvl. 20 -29: Cockatrice Pinion; Coral Fragment; Dynamo | Stone | Lvl. 30-100: Cockatrice Pinion; Dynamo Stone; Coral | Fragment | Item(s) Mugged: | Lvl. 1 - 19: Cockatrice Pinion | Lvl. 20 -29: Cockatrice Pinion | Lvl. 30-100: Cockatrice Pinion | \_________________________________________________________________ ______________________________ / C O M M A N D L E A D E R \__________________________________ | | Monster Name: Command Leader | HP Range: 806 - 4,400 | EXP Gained: 30 (+5) | AP Gained: 2 | Type: None | Strong Against: None | Weak Against: Poison | Magic that can be Drawn: | Lvl. 1 - 19: Thunder; Confuse; Slow; Reflect | Lvl. 20 -29: Thundara; Confuse; Slow; Reflect | Lvl. 30-100: Thundaga; Confuse; Slow; Reflect | Location(s): Galbadia Missle Base | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Potion; Phoenix Down; Shotgun Ammo; Cottage | Lvl. 20 -29: Potion; Phoenix Down; Hi-Potion; Cottage | Lvl. 30-100: Potion; Hi-Potion; Cottage | Item(s) Mugged: | Lvl. 1 - 19: Tent; Cottage | Lvl. 20 -29: Tent; Cottage | Lvl. 30-100: Tent; Cottage | \_________________________________________________________________ ________________________________ / C O M M A N D S O L D I E R \________________________________ | | Monster Name: Command Soldier | HP Range: 217 - 10,400 | EXP Gained: 30 (+5) | AP Gained: 1 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Blizzard; Silence; Confuse | Lvl. 20 -29: Blizzara; Silence; Confuse | Lvl. 30-100: Blizzaga; Silence; Confuse | Location(s): Galbadia Missle Base | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Potion; Normal Ammo; Phoenix Down | Lvl. 20 -29: Potion; Normal Ammo; Phoenix Down | Lvl. 30-100: Potion; Normal Ammo; Phoenix Down | Item(s) Mugged: | Lvl. 1 - 19: Hi-Potion | Lvl. 20 -29: Hi-Potion | Lvl. 30-100: Hi-Potion | \_________________________________________________________________ ______________ / C R E E P S \__________________________________________________ | | Monster Name: Creeps | HP Range: 210 - 6,200 | EXP Gained: 35 (+8) | AP Gained: 2 | Type: None | Strong Against: None | Weak Against: Holy | Magic that can be Drawn: | Lvl. 1 - 19: Thunder; Life | Lvl. 20 -29: Thundara; Life | Lvl. 30-100: Thundaga; Death; Life | Location(s): Diling City; Galbadia Garden | Cards: Creeps (Drop; Mod Card); Sphinxaur (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Coral Fragment | Lvl. 20 -29: Curse Spike; Coral Fragment; Dynamo Stone | Lvl. 30-100: Dynamo Stone; Curse Spike | Item(s) Mugged: | Lvl. 1 - 19: Coral Fragment | Lvl. 20 -29: Coral Fragment | Lvl. 30-100: Coral Fragment | \_________________________________________________________________ ______________________ / D E A T H C L A W \__________________________________________ | | Monster Name: Death Claw | HP Range: 4,231 - 22,200 | EXP Gained: 40 (+15) | AP Gained: 3 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Aero | Lvl. 20 -29: Aero; Dispel | Lvl. 30-100: Aero; Dispel; Reflect | Location(s): Galbadia Garden; Centra Plains | Cards: Death Claw (Drop; Mod Card); Granaldo (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Sharp Spike; Windmill | Lvl. 20 -29: Sharp Spike; Shear Feather; Windmill | Lvl. 30-100: Sharp Spike; Shear Feather; Windmill | Item(s) Mugged: | Lvl. 1 - 19: Windmill | Lvl. 20 -29: Windmill | Lvl. 30-100: Windmill; Missile | \_________________________________________________________________ ________________ / D I A B L O S \________________________________________________ | | Monster Name: Diablos | HP Range: 1,600 - 80,800 | EXP Gained: None | AP Gained: 20 | Type: Flying | Strong Against: None | Weak Against: Wind | Magic that can be Drawn: | Lvl. 1 - 19: Cure; Demi | Lvl. 20 -29: Cura; Demi | Lvl. 30-100: Cruaga; Demi; Holy; Holy | Location(s): Use Magic Lamp Item | Cards: Diablos (Drop) | Item(s) Gained: | Lvl. 1 - 19: G-Returner | Lvl. 20 -29: G-Returner | Lvl. 30-100: Hero | Item(s) Mugged: | Lvl. 1 - 19: None | Lvl. 20 -29: None | Lvl. 30-100: None | \_________________________________________________________________ ____________ / D R O M A \____________________________________________________ | | Monster Name: Droma | HP Range: 1,010 - 3,128 | EXP Gained: None | AP Gained: None | Type: Flying | Strong Against: None | Weak Against: Wind | Magic that can be Drawn: | Lvl. 1 - 19: Esuna; Dispel | Lvl. 20 -29: Esuna; Dispel | Lvl. 30 -56: Esuna; Dispel | Location(s): Ultimecia Castle | Cards: None | Item(s) Gained: | Lvl. 1 - 19: None | Lvl. 20 -29: None | Lvl. 30 -56: None | Item(s) Mugged: | Lvl. 1 - 19: Meteor Stone | Lvl. 20 -29: Meteor Stone | Lvl. 30 -56: Meteor Stone | \_________________________________________________________________ _____________________ / E D E A (Round 1) \___________________________________________ | | Monster Name: Edea (1st Round) | HP Range: 1,300 - 7,000 | EXP Gained: None | AP Gained: 20 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Cura; Dispel; Life; Double | Lvl. 20 : Cura; Dispel; Life; Double | Location(s): Deling City | Cards: None | Item(s) Gained: | Lvl. 1 - 19: None | Lvl. 20 : None | Item(s) Mugged: | Lvl. 1 - 19: Elixir | Lvl. 20 : Elixir | | \_________________________________________________________________ _____________________ / E D E A (Round 2) \___________________________________________ | | Monster Name: Edea (2nd Round) | HP Range: 500 - 16,000 | EXP Gained: None | AP Gained: 50 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Blizzard; Demi; Esuna; Alexander | Lvl. 20 -29: Blizzara; Demi; Esuna; Alexander | Lvl. 30 -32: Blizzaga; Demi; Esuna; Alexander | Location(s): Galbadia Garden | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Force Armlet | Lvl. 20 -29: Force Armlet | Lvl. 30 -32: Force Armlet | Item(s) Mugged: | Lvl. 1 - 19: Royal Crown | Lvl. 20 -29: Royal Crown | Lvl. 30 -32: Royal Crown | \_________________________________________________________________ __________________ / E L A S T O I D \______________________________________________ | | Monster Name: Elastoid | HP Range: 531 - 18,500 | EXP Gained: 80 (+20) | AP Gained: 3 | Type: Flying | Strong Against: None | Weak Against: Thunder | Magic that can be Drawn: | Lvl. 1 - 19: Dispel | Lvl. 20 -29: Dispel; Stop | Lvl. 30-100: Dispel; Stop; Meltdown | Location(s): Centra Ruins; Lunatic Pandora Laboratory | Cards: Elastoid (Drop; Mod Card); Ultimate Weapon (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone | Lvl. 20 -29: Magic Stone; Laser Cannon | Lvl. 30-100: Wizard Stone; Laser Cannon | Item(s) Mugged: | Lvl. 1 - 19: Dynamo Stone | Lvl. 20 -29: Dynamo Stone | Lvl. 30-100: Laser Cannon | \_________________________________________________________________ ____________________________ / E L I T E S O L D I E R \____________________________________ | | Monster Name: Elite Soldier | HP Range: 148 - 4,940 | EXP Gained: 30 (+5) | AP Gained: 2 | Type: None | Strong Against: None | Weak Against: Poison | Magic that can be Drawn: | Lvl. 1 - 19: Fire; Thunder; Blizzard; Scan | Lvl. 20 -29: Fira; Thundara; Blizzara; Scan | Lvl. 30-100: Firaga; Thundaga; Blizzaga; Dispell | Location(s): Dollet; Galbadia D-District Prison | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Potion; Phoenix Down; Shotgun Ammo; Cottage | Lvl. 20 -29: Potion; Phoenix Down; Hi-Potion; Cottage | Lvl. 30-100: Potion; Hi-Potion; Cottage | Item(s) Mugged: | Lvl. 1 - 19: Tent; Cottage | Lvl. 20 -29: Tent; Cottage | Lvl. 30-100: Cottage | \_________________________________________________________________ ________________ / E L N O Y L E \________________________________________________ | | Monster Name: Elnoyle | HP Range: 30,968 - 159,000 | EXP Gained: 220 (+20) | AP Gained: 18 | Type: Flying | Strong Against: None | Weak Against: Wind | Magic that can be Drawn: | Lvl. 1 - 29: Pain; Double | Lvl. 30 -39: Pain; Double | Lvl. 40-100: Pain; Double | Location(s): Esthar; Ultimecia Castle | Cards: Elnoyle (Drop; Mod Card); Catoblepas (Mod Rare) | Item(s) Gained: | Lvl. 1 - 29: Wizard Stone; Moon Stone | Lvl. 29 -39: Wizard Stone; Moon Stone; Energy Crystal | Lvl. 40-100: Energy Crystal | Item(s) Mugged: | Lvl. 1 - 29: Moon Stone | Lvl. 30 -39: Moon Stone | Lvl. 40-100: Moon Stone | \_________________________________________________________________ ________________ / E L V O R E T \________________________________________________ | | Monster Name: Elvoret | HP Range: 1,563 - 3,523 | EXP Gained: None | AP Gained: 10 | Type: Flying | Strong Against: Magic (Def.) | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 11: Thunder; Cure; Double; Siren | Location(s): Dollet (Communications Tower) | Cards: None | Item(s) Gained: | Lvl. 1 - 11: G-Returner | Item(s) Mugged: | Lvl. 1 - 11: None | | | \_________________________________________________________________ ______________________________ / E S T H A R S O L D I E R \__________________________________ | | Monster Name: Esthar Soldier | HP Range: 98 - 4,980 | EXP Gained: 20 (+3) | AP Gained: 1 | Type: None | Strong Against: None | Weak Against: Poison | Magic that can be Drawn: | Lvl. 1 - 19: Fire; Thunder; Blizzard; Cure | Lvl. 20 -29: Fira; Thundara; Blizzara; Cura | Lvl. 30-100: Firaga; Thundaga; Bilzzaga; Curaga | Location(s): Centra Ruins; Lunatic Pandora Laboratory | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Potion; Phoenix Down | Lvl. 20 -29: Potion; Phoenix Down | Lvl. 30-100: Potion; Hi-Potion; Phoenix Down | Item(s) Mugged: | Lvl. 1 - 19: Potion | Lvl. 20 -29: Potion | Lvl. 30-100: Hi-Potion | \_________________________________________________________________ ________________________________________ / E S T H A R S O L D I E R (Cyborg) \________________________ | | Monster Name: Esthar Soldier (Cyborg) | HP Range: 163 - 7,950 | EXP Gained: 30 (+3) | AP Gained: 1 | Type: None | Strong Against: None | Weak Against: Thunder | Magic that can be Drawn: | Lvl. 1 - 19: Fire; Thunder; Blizzard | Lvl. 20 -29: Fira; Thundara; Blizzara | Lvl. 30-100: Firaga; Thundaga; Blizzaga | Location(s): Centra Ruins; Dr. Odine's Laboratory | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Potion; Phoenix Down; Tent; Cottage | Lvl. 20 -29: Potion; Phoenix Down; Tent; Cottage | Lvl. 30-100: Potion; Hi-Potion; Tent; Cottage | Item(s) Mugged: | Lvl. 1 - 19: Phoenix Down | Lvl. 20 -29: Phoenix Down | Lvl. 30-100: Phoenix Down | \_________________________________________________________________ ______________________________ / F A K E P R E S I D E N T \__________________________________ | | Monster Name: Fake President | HP Range: 52 - 778 | EXP Gained: None | AP Gained: None | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 12: Cure | Location(s): Presidential Train | Cards: None | Item(s) Gained: | Lvl. 1 - 12: None | Item(s) Mugged: | Lvl. 1 - 12: None | | | \_________________________________________________________________ __________________________ / F A S T I T O C A L O N \______________________________________ | | Monster Name: Fastitocalon | HP Range: 215 - 9,200 | EXP Gained: 60 (+20) | AP Gained: 1 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Blizzard; Sleep; Scan | Lvl. 20 -29: Blizzara; Sleep; Scan | Lvl. 30-100: Bilzzaga; Scan; Water | Location(s): Great Plains of Galbadia; Galbadia | Cards: Fastitocalon (Drop; Mod Card); Tonberry King (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: Fish Fin; Water Crystal | Lvl. 20 -29: Fish Fin; Water Crystal | Lvl. 30-100: Fish Fin; Water Crystal | Item(s) Mugged: | Lvl. 1 - 19: Water Crystal | Lvl. 20 -29: Water Crystal | Lvl. 30-100: Water Crystal | \_________________________________________________________________ ______________________________ / F A S T I T O C A L O N - F \__________________________________ | | Monster Name: Fastitocalon-F | HP Range: 215 - 9,200 | EXP Gained: 15 (+5) | AP Gained: 3 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Blizzard; Sleep; Scan | Lvl. 20 -29: Blizzara; Sleep; Scan | Lvl. 30-100: Blizzaga; Scan; Water | Location(s): Galbadia | Cards: Fastitocalon-F (Drop; Mod Card) | Item(s) Gained: | Lvl. 1 - 19: Fish Fin | Lvl. 20 -29: Fish Fin; Water Crystal | Lvl. 30-100: Fish Fin; Water Crystal | Item(s) Mugged: | Lvl. 1 - 19: Fish Fin | Lvl. 20 -29: Fish Fin | Lvl. 30-100: Fish Fin | \_________________________________________________________________ ____________________ / F O R B I D D E N \____________________________________________ | | Monster Name: Forbidden | HP Range: 221 - 22,100 | EXP Gained: 85 (+15) | AP Gained: 4 | Type: Undead | Strong Against: None | Weak Against: Holy; Fire | Magic that can be Drawn: | Lvl. 1 - 19: Zombie | Lvl. 20 -29: Zombie; Blind; Stop | Lvl. 30-100: Zombie; Blind; Stop; Death | Location(s): Tomb of the Unknown King; Esthar | Cards: Forbidden (Drop; Mod Card); Red Giant (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: Betrayal Sword; Dead Spirit; Zombie Powder | Lvl. 20 -29: Dead Spirit; Zombie Powder; Curse Spike | Lvl. 30-100: Curse Spike; Zombie Powder; Force Amulet | Item(s) Mugged: | Lvl. 1 - 19: Dead Spirit | Lvl. 20 -29: Dead Spirit | Lvl. 30-100: Dead Spirit | \_________________________________________________________________ _______________________ / F U J I N (Round 1) \_________________________________________ | | Monster Name: Fujin (1st Round) | HP Range: 300 - 8,700 | EXP Gained: None | AP Gained: 10 | Type: None | Strong Against: None | Weak Against: Poison | Magic that can be Drawn: | Lvl. 1 - 19: Aero; Cura; Life; Pandemona | Lvl. 20 -29: Aero; Cura; Life; Pandemona | Location(s): Balamb Town Square; Balamb Hotel | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Megalixir | Lvl. 20 -29: Megalixir | Item(s) Mugged: | Lvl. 1 - 19: Megalixir; Hero | Lvl. 20 -29: Megalixir; Hero | | \_________________________________________________________________ _______________________ / F U J I N (Round 2) \_________________________________________ | | Monster Name: Fujin (2nd Round) | HP Range: 5,300 - 18,200 | EXP Gained: None | AP Gained: 8 | Type: None | Strong Against: None | Weak Against: Poison | Magic that can be Drawn: | Lvl. 1 - 19: Aero; Cure; Life | Lvl. 20 -29: Aero; Cura; Life | Lvl. 30 -44: Aero; Curaga; Full-Life; Tornado | Location(s): Lunatic Pandora | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Megalixir | Lvl. 20 -29: Megalixir | Lvl. 30 -44: Megalixir | Item(s) Mugged: | Lvl. 1 - 19: Megalixir | Lvl. 20 -29: Megalixir | Lvl. 30 -34: Megalixir | \_________________________________________________________________ ________________ / F U N G U A R \________________________________________________ | | Monster Name: Funguar | HP Range: 303 - 2,100 | EXP Gained: 20 (+3) | AP Gained: 1 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Sleep; Scan | Lvl. 20 -29: Sleep; Scan; Silence | Lvl. 30-100: Sleep; Scan; Silence; Confuse | Location(s): Timber Forest; Dollet | Cards: Funguar (Drop; Mod Card); Biggs, Wedge (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Sleep Powder | Lvl. 20 -29: Magic Stone; Sleep Powder | Lvl. 30-100: Wizard Stone; Sleep Powder | Item(s) Mugged: | Lvl. 1 - 19: Sleep Powder | Lvl. 20 -29: Sleep Powder | Lvl. 30-100: Sleep Powder | \_________________________________________________________________ ____________________________________ / G A L B A D I A N S O L D I E R \____________________________ | | Monster Name: Galbadian Soldier | HP Range: 45 - 3,040 | EXP Gained: 20 (+3) | AP Gained: 1 | Type: None | Strong Against: None | Weak Against: Poison | Magic that can be Drawn: | Lvl. 1 - 19: Fire; Thunder; Blizzard; Cure | Lvl. 20 -29: Fira; Thundara; Blizzara; Cura | Lvl. 30-100: Firaga; Thundaga; Blizzaga; Curaga | Location(s): Dollet; Galbadia Missle Base | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Potion; Normal Ammo; Phoenix Down | Lvl. 20 -29: Potion; Phoenix Down | Lvl. 30-100: Potion; Phoenix Down | Item(s) Mugged: | Lvl. 1 - 19: Potion; Phoenix Down | Lvl. 20 -29: Potion; Phoenix Down; Hi-Potion | Lvl. 30-100: Hi-Potion; Phoenix Down | \_________________________________________________________________ ____________________ / G A R G A N T U A \____________________________________________ | | Monster Name: Gargantua | HP Range: 10,100 - 15,400 | EXP Gained: None | AP Gained: 42 | Type: None | Strong Against: None | Weak Against: None | Magic that can be Drawn: | Lvl. 1 - 19: Bio; Quake; Reflect | Lvl. 20 -29: Bio; Quake; Reflect | Lvl. 30 -54: Bio; Quake; Reflect | Location(s): Ultimecia Castle | Cards: None | Item(s) Gained: | Lvl. 1 - 19: Magic Armlet | Lvl. 20 -29: Magic Armlet | Lvl. 30 -54: Magic Armlet | Item(s) Mugged: | Lvl. 1 - 19: None | Lvl. 20 -29: None | Lvl. 30 -54: None | \_________________________________________________________________ ____________ / G A Y L A \____________________________________________________ | | Monster Name: Gayla | HP Range: 1,021 - 13,000 | EXP Gained: 30 (+5) | AP Gained: 2 | Type: Flying | Strong Against: None | Weak Against: Wind | Magic that can be Drawn: | Lvl. 1 - 19: Sleep; Thunder | Lvl. 20 -29: Sleep; Thundara | Lvl. 30-100: Sleep; Thundaga; Meltdown | Location(s): Trabia Snowfield | Cards: Gayla (Drop; Mod Card); Gerogero (Mod Rare) | Item(s) Gained: | Lvl. 1 - 19: M-Stone; Mystery Fluid | Lvl. 20 -29: Magic Stone; Mystery Fluid | Lvl. 30-100: Wizard Stone; Mystery Fluid | Item(s) Mugged: | Lvl. 1 - 19: Mystery Fluid | Lvl. 20 -29: Mystery Fluid | Lvl. 30-100: Mystery Fluid | \_________________________________________________________________ _______________________________________ / G E E Z A R D thru X - A T M 0 9 2 \_________________________ | \ | Monster Name: C O M I N G S O O N... | | HP Range: | | EXP Gained: | | AP Gained: | | Type: | | Strong Against: | | Weak Against: | | Magic that can be Drawn: | | Lvl. 1 - 19: | | Lvl. 20 -29: | | Lvl. | | Location(s): | | Cards: | | Item(s) Gained: | | Lvl. 1 - 19: | | Lvl. 20 -29: | | Lvl. 30 -34: | | Item(s) Mugged: | | Lvl. 1 - 19: | | Lvl. 20 -29: | | Lvl. 30 -34: | | | \_________________________________________________________________/ *********************************************************************** *********************************************************************** *************************CONTRIBUTIONS********************************* *********************************************************************** *********************************************************************** MAJOR THANKS TO Morduk, SDalllas15, and AyaBrea -Morduk@hotmail.com for his creature guide check out all his other faqs on Gamefaqs.com -SDallas15@aol.com for his creature guide check out all his other faqs on Gamefaqs.com -AyaBrea(I_Love_Aya@hotmail.com) for the powerup guide check out all his other faqs on Gamefaqs.com -CjayC from gamefaqs.com for posting all my faqs -God for letting me do this *********************************************************************** *********************************************************************** *****************************COMING UP********************************* *********************************************************************** *********************************************************************** Start updating more frequently with bigger updates now that the mid- terms are over. Date to Shoot For 05/14/00 -Level 6 boss cards -More of the Walkthrough -Diablo to GF list -add Thunder magic to junction list -More items -More refinement list *********************************************************************** *********************************************************************** *******************************FEEDBACK******************************** *********************************************************************** *********************************************************************** -Send all comments,hints,critiques etc. to Kronos1234@aol.com