Ign Ffviii Guide Opt2
Ign Ffviii Guide Opt2
Ign Ffviii Guide Opt2
Introduction
At prestigious academies in distant regions of the world, young men and women are training to become members of SeeD, an elite corps of mercenaries sought after for their skill in the powerful arts of para-magic. From within their ranks a group of teenagers will be brought together by seeming coincidence for a greater purpose they have yet to realize. Beneath the noise of nations fraught with political turmoil, an unseen evil plots the destruction of time and space. Break out your supply of caffeine, call in sick for the week, and gird your emotional loins for the epic romance that is "FINAL FANTASY VIII". This guide will take you step by step through the most lush and expansive console RPG adventure in history. Whether you're looking for the most expeditious route to victory or ways to deepen and complete your gaming experience, you'll find everything you need to know within.
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Basic Controls
FIELD SCREEN D-button or Left stick: Move character/cursor START: Pause (D-button, O or X toggles Vibration ON/OFF) O: Open Menu Screen X: Talk/Examine/Action/Confirm S: Talk/Examine/Action/Confirm/Challenge to a card game T: Cancel/HOLD + Move = Walk WORLD MAP SCREEN D-button or Left stick: Move character/ cursor/Steer vehicle Right stick: Move vehicle forward/ backward SELECT: Toggle world map display START: Pause (D-button, O or X toggles Vibration ON/OFF) O: Open Menu Screen X: Talk/Examine/Confirm/Get on/off vehicle S: Move vehicle forward/HOLD = Lock camera angle T: Move vehicle backward L1/R1: Rotate camera angle counterclockwise/clockwise
R2: Change point of view (POV) BATTLE SCREEN D-button or Left stick: Move cursor SELECT: HOLD = Hide battle windows/HOLD + S = Boost GF's attack START: Pause/Display help (D-button, T or X toggles Vibration ON/OFF) O: Skip character X: Confirm S: Cycle status effects T: Cancel L1: Toggle target window on/off R1: Pull trigger L2 + R2: Escape MENU SCREEN D-button or Left stick: Move cursor/Turn pages X: Confirm/Open special windows S: Remove junction/Discard magic/Open special windows T: Cancel/Close window L1/R1: Cycle through characters/Guardian Forces
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
FANTASY Anthology". FINAL FANTASY VII: Released in Japan for the PlayStation, January 1997. Released in the US, September 1997. Re-released exclusively in Japan as "FINAL FANTASY VII International", October 1997. Released for the PC, June 1998. FINAL FANTASY VIII: Released in Japan for the PlayStation, February 1999. Released in the US, September 1999. Released for the PC, January 2000.
FINAL FANTASY COLLECTION: Released exclusively in Japan for the PlayStation, March 1999. Includes "FINAL FANTASY IV", "FINAL FANTASY V" and "FINAL FANTASY VI". FINAL FANTASY ANTHOLOGY: Released exclusively in the US for the PlayStation, October 1999. Includes "FINAL FANTASY V", "FINAL FANTASY VI" and a special compilation CD featuring music from both games.
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Characters
The characters of "FINAL FANTASY VIII" are rendered in thoughtful detail, possessing gratifying depth of emotion and human complexity, masterfully drawn together to foster intense relationships and compelling conflict. For each character you'll find a brief profile, a section about the character's weapon (featuring a complete list of available weapon models, from the initial model to the strongest, each followed by the necessary items for and standard price of remodeling, and the magazine in which it's described), and a section about the character's Limit Break(s).
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Squall Leonhart Zell Dincht Selphie Tilmitt Quistis Trepe Rinoa Heartilly Irvine Kinneas Other playable characters
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Walkthrough
For each episode you'll find a concise walk-through, complete strategies for every Boss fight (more than just quickest-kill tactics, you'll also learn how to subdue each Boss so you can pilfer items and magic before you squeeze the last ounce of dignity out of your enemy), notes on complex tasks and points of interest, a catalogue of important items, and a list of Optional Quests available at that time. Fire Cavern First Mission Tomb of the Unknown King Galbadia Missile Base Occupied Balamb White SeeD Ship Rinoa Ultimecia Castle SeeD Field Exam Timber TV Station Assassination Secret of Balamb Garden Trabia Garden Esthar Time Compression SeeD Inauguration Galbadia Garden Galbadia D-District Prison Fishermans Horizon Clash of the Gardens Lunatic Pandora The Future
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Optional Quests
The main plot-line of "FINAL FANTASY VIII" will take you to every continent but it holds only a fraction of what the game has to offer. Taking the time to explore some of the world's most out-of-the-way locations will be the only way to experience the full drama of the story and find the most powerful items and Guardian Forces. For each Optional Quest you'll find a list of what that episode has to offer, a detailed walk-through, and complete strategies for defeating the Bosses you may encounter. Dollet Deling City Timber Winhill Village Shumi Village Chocobo Forests Centra Ruins CC Group Balamb Obel Lake UFO? Queen of Cards Cactuar Island Deep Sea Research Center
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Encyclopaedia
Choose from the links below:
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Guardian Forces Abilities Items Magic Refining Manual Triple Triad Cards Status Abnormalities SeeD Written Test Crib Sheet Enemies
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Sweet simplicity.
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Dollet
Geezard Card (5) Red Bat Card (4) Buel Card (3) Anacondaur Card (2) Cactuar Card Siren Card Occult Fan II Timber Maniacs (2) [Potion + Phoenix Down + Soft] OR [X-Potion + Mega-Potion + Elixir] Since you were a little preoccupied during your initial visit to Dollet, you may want to take the time to return to the town at some point and pick up the considerable cache of items waiting there. Begin as any reasonable teenager would by heading straight for the pub. Go upstairs and find the Pub Owner standing at the far end of the blackjack table in the near-left corner. Defeat him in a game of cards and he'll show you outside and across the walkway to his private room. Talk to him and he'll reward your victory by giving you five GEEZARD CARDS, four RED BAT CARDS, three BUEL CARDS, two ANACONDAUR CARDS and a CACTUAR CARD. Continue playing cards with him until you win the SIREN CARD (unless you managed to win it in the first game). Before you head out, make sure you examine the stack of reading material nearest the exit. Each time you enter the room, you'll be able to find three random items hidden among the magazines. Leave and re-enter as necessary until you find the copy of OCCULT FAN II. On your way through the pub, grab the issue of TIMBER MANIACS lying on the table where you
first met the Pub Owner. Head down the street toward Lapin Beach and you'll notice a boy and a dog standing outside one of the residences. Approach the boy and he'll go inside. Follow him in and you'll discover he's been wreaking mischief on one of his grandpa's paintings. Follow the painter to the beach and talk to him and the girl kneeling beside him. You'll learn the boy's doodles show 'the secret hiding place of a doggie.' Return to the painter's residence and examine the painting. Go to the part of town indicated by the white bone and you'll find the dog nearby. Examine the dog and you'll find a POTION. Go back to the painter's residence and you'll discover the boy has vandalized another painting. Examine it and track down the dog again. This time you'll find a PHOENIX DOWN. Repeat the process once more and you'll find a SOFT. (NOTE: If you postpone completing this part of the quest until after you've defeated Edea a second time, you'll find significantly better items: an X-POTION, a MEGA-POTION and an ELIXIR.) On your way out of town, stop by the Dollet Hotel and spend the night. In the morning, you'll find an issue of TIMBER MANIACS lying on the table on the right side of the guestroom.
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Chocobo Forests
Boko [Chocobo's World] Aura Stone Flare Stone (2) Shell Stone Holy Stone (2) Protect Stone Meteor Stone (3) Ultima Stone (2) Chicobo Card Those already familiar with the FINAL FANTASY series will recognize the world's most lovable mode of transportation. Chocobos are bird-like creatures you can use to ride from one place to another quickly and free of hassling random encounters. To catch one, you must seek them out in their native habitat, the Chocobo Forests. You'll identify them by their peculiar dome shape. When you enter one of the Chocobo Forests, you'll be greeted by the mysterious Master Chocobo Catcher, Chocoboy. For a price, he'll teach you how to catch a Chocobo for your own personal use. To begin with, you'll need a ChocoWhis. Chocoboy will give you one for free but will charge you 1000 Gil to hear his lecture on how to use it. There are two types of whistles, ChocoSonar and ChocoZiner. ChocoSonar reacts to the presence of Chicobos. Press [S] to select this whistle and hold [T] while walking around to track Chicobos. Single quiet pings mean they're not around and sets of three louder pings tell you one is nearby.
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ChocoZiner calls them down from the trees. Press [S] to select this whistle and press [T] to sound it. (NOTE: If you sound the ChocoZiner where there are no Chicobos, your whistle will be stolen and you'll have to pay Chocoboy 700 Gil for another one.) Your objective will be to catch a Chicobo when there's only one on the ground. Doing so will bring the worried mother Chocobo out of hiding where you can catch her and ride her out of the forest. There are seven Chocobo Forests in the world and there are puzzles in six of them. As you attempt to solve each puzzle, you may want to talk to Chocoboy and buy a hint for 100 Gil. You'll also have the option to purchase Gysahl Greens at 600 Gil apiece or ask a question for 10 Gil. When you've successfully summoned your first Chocobo, talk to Chocoboy before you catch her and he'll let it slip there may be something you haven't found yet. Use the ChocoSonar to find a secret hiding place. Sound the ChocoZiner and the Chocobo will dig in that location and reward you for mastering the forest. Talk to Chocoboy and he'll tell you the items are a sign of affection for those the Chocobos of that forest regard as one of their own. Each time your return, you'll find the Chocobo waiting for you in the open. To celebrate your first catch, Chocoboy will give you BOKO as a present. In the future, you'll be able to summon Boko during battle using Gysahl Greens and the Chicobo will attack your enemies. CHOCOBO WORLD: Chocobo World is a self-contained game designed for use with the PocketStation. Save your game to a PocketStation unit and Boko can take part in a journey of its very own. Boko will grow in strength as it gains experience and can find exclusive Chocobo World items you can bring back into "FINAL FANTASY VIII". Unfortunately, as the PocketStation is unavailable to PlayStation owners in the US, Chocobo World can only be enjoyed by users of the PC version, where it's included as a stand-alone application. 'THE BEGINNER'S FOREST' [Chocobo's Forest: Beginner] LOCATION: Trabia, Winter Island (just south of Shumi Village) HINT: "Try to find a spot where only 1 falls down." There are four Chicobos in this forest. The spot Chocoboy refers to in his clue is in the far-left corner of the clearing. Use the ChocoZiner in this location and a lone Chicobo will fall down. Catch it and the mother will appear. Use the ChocoSonar in the far right corner of the clearing to find the hidden location of an AURA STONE. 'THE BASICS FOREST' [Chocobo's Forest: Beginner] LOCATION: Trabia, Sorbald Snowfield (west of Trabia Garden) HINT: "You have to blow the whistle twice." There are five Chicobos in this forest. You'll detect Chicobos in a large area in the center of the clearing. Stand in the center of that area and sound the ChocoZiner to make three Chicobos fall. Stand over either of the two nearest Chicobos and sound the ChocoZiner to send two of them back into the trees. Catch the remaining Chicobo and the mother will appear. Use the ChocoSonar on the left edge of the clearing to find the hidden location of a FLARE STONE. 'THE ROAMING FOREST' [Chocobo's Forest: Intermediate] LOCATION: Trabia, Bika Snowfield (just north of Trabia Garden)
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HINT: "Be careful where the Sonar reacts." There are four Chicobos in this forest, two of them will be already on the ground. Begin by standing over either of them and sounding the ChocoZiner to send them both into the trees. Head for the exit and use the ChocoSonar to detect the Chicobo location to the right of the fallen tree. Sound the ChocoZiner to make a single Chicobo fall and catch it to make the mother appear. Use the ChocoSonar at the far snow bank, directly behind the mother Chocobo to find the hidden location of a SHELL STONE and a HOLY STONE. 'FOREST OF SOLITUDE' [Chocobo's Forest: Intermediate] LOCATION: Centra, Nectar Peninsula (north of Centra Ruins) HINT: "Search carefully where the Sonar reacts." There's only one Chicobo in this forest but you'll have to pinpoint its exact location to bring it down. Use the ChocoSonar to explore the area just to the left of and behind Chocoboy. Stand in the light patch of grass so that your feet appear to be just higher than Chocoboy's right hand. When you find it, use the ChocoZiner to summon the solo Chicobo and catch it to make the mother appear. Finding the hidden items will be just as difficult. Challenge Chocoboy to a game of cards and ask him to move. Use the ChocoSonar in the spot where he was standing to find the hidden location of a PROTECT STONE and a METEOR STONE. 'FOREST OF FUN' [Chocobo's Forest: Expert] LOCATION: Centra, Lenown Plains (east of Edea's House) HINT: "Chocobowling with 4 bottles, 1 ball." There are five Chicobos in this forest. You'll detect three major Chicobo locations in the clearing. Find the nearest one and use the ChocoZiner to make three Chicobos fall down. Stand over the far-left Chicobo and sound the ChocoZiner to make a fourth Chicobo descend. Use the ChocoSonar to find the Chicobo to the left of Chocoboy and sound the ChocoZiner to make the last Chicobo appear. If you stand over it and use the ChocoZiner again, the Chicobo will walk into place and bowl the others back into the trees. Catch it and the mother will appear. Use the ChocoSonar in the far right corner of the clearing to find the hidden location of a METEOR STONE, a FLARE STONE and an ULTIMA STONE. 'THE ENCLOSED FOREST' [Chocobo's Forest: Expert] LOCATION: Esthar, Talle Mountains
HINT: "Collect on outer side, then go in." There are five Chicobos in this forest. There are six distinct Chicobo locations: (1) on the path in front of Chocoboy, (2) to the right of the rock behind him, (3) in the far-left corner of the clearing, (4) on the near side of the rock at the far side of the clearing, (5) to the left of the rock on the right side of the clearing, and (6) in the center of the clearing. Begin by sounding the ChocoZiner at [1 or 2 THEN 3] or [3 or 5 THEN 1 or 2] to get two Chicobos on the left side of the clearing. Sound at [4 THEN 5] to get the remaining two 'outer' Chicobos to fall. Sound at [6] to send them all into the trees and a single Chicobo will drop to the center of the clearing. Catch it and the mother will appear. Use the ChocoSonar in the far right corner of the clearing to find the hidden location of a METEOR STONE, a HOLY STONE and an ULTIMA STONE. CHOCOBO'S HOLY FOREST Chocobo's Holy Forest is so sacred and remote it can only be reached by Chocobo. Catch a Chocobo in the Roaming Forest near Trabia Garden, ride it southeast across Bika Snowfield to Heath Peninsula, and head south across the shallows until you arrive at the beach on the west coast of Grandidi Forest in Esthar. Make your way through the narrow valley and head northeast through the forest to find it (be careful, it's very easy to get lost). Visit this forest when you've mastered all six Chocobo Forests and the mother Chocobos will treat you to a celebratory dance. After the ritual, talk to the Chicobo and it'll give you the CHICOBO CARD. On your way out, talk to Chocoboy and ask for one last 'Help Me'. The master Chocobo catcher will summon a Chocobo for you to ride out of the forest and bid you a permanent farewell. (NOTE: From this point forward, you'll need to return here if you want Gysahl Greens. Each time you enter the Holy Forest you can talk to the Chicobo and it'll give you one for 600 Gil.)
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
UFO?
Aegis Amulet Accelerator OR PuPu Card If you've been an avid reader of Occult Fan Magazine you've probably heard about the mysterious Unidentified Flying Object. You may already be a believer if you've had any close encounters of your own during your travels. Whether you have an appetite for the unexplained or just an appetite for rare items solving this mystery should prove worth your while. Begin by tracking the UFO in each of the following four locations in any order: Mandy Beach: Travel to Timber and explore the beach east of the city. You'll spot the UFO abducting a moai statue. Winhill Bluffs: Travel to Winhill in the southern region of the Galbadia continent and explore the area southeast of the village and west of the rocky path where Winhill Bluffs meets Lallapalooza Canyon. You'll spot the UFO abducting a cow. Kashkabald Desert: Travel to Kashkabald Desert in southern Esthar and explore the western
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part of the desert. You'll spot the UFO abducting a pyramid. Heath Peninsula: Travel to Heath Peninsula in eastern Trabia and explore the small island east of the peninsula. You'll spot the UFO abducting a crop circle. After you've made all four sightings pilot the Ragnarok to Grandidi Forest in northern Esthar and set down on the highlands just north of Chocobo's Holy Forest. Explore the area and you'll encounter the UFO up close. Unfortunately you must destroy that which you do not understand. Any attack will do, the UFO won't fight back, but you may want to take the opportunity to stock up on Demi first. When the damage is done the crippled craft will fly off and crash in the distance. You'll be rewarded for your heroism with an AEGIS AMULET. If you're still curious about the extraterrestrial visitor you'll have to travel to Balamb to find it. Explore the area near the crater where Balamb Garden used to rest and you'll encounter PuPu. There are two ways to deal with the creature: if you're bona fide blood-thirsty you can butcher the defenseless and decidedly cute little alien for an ACCELERATOR. If atonement is on your mind you may recall from reading Occult Fan IV the UFO was searching for Status Full Recovery Medicine. To offer amends make sure you have the Item ability junctioned to at least one member of your party and five Elixirs in your inventory before you engage PuPu. At the beginning of the battle the alien will ask for Elixir. Grant PuPu's request and the doe-eyed Oliver Twist will ask for more. Continue giving the creature Elixir and, when adequate health care has been delivered, PuPu will thank you by giving you the PUPU CARD. In either scenario you may want to take the opportunity to stock up on magic before administering PuPu's fate.
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Deling City
Rinoa Card After the failed assassination attempt against Edea, return to Deling City and head for Caraway's Mansion. Rinoa's father may not have endeared himself to you during your initial association with him, but since being dismissed of his duties for his role in the botched coup d'etat he's developed an almost helpful attitude. You'll find him leaning against his desk on the right side of the room. Talk to him and ask him about cards. He'll tell you he has his daughter's card and he'll consider playing it if you give him your Ifrit Card. Challenge him and select your four weakest cards and the Ifrit Card. Lose the game intentionally and he'll gratefully claim the card he's after. Challenge him again until you win the RINOA CARD. Ask General Caraway about cards again and he'll tell you he lost the Ifrit Card to Martine, the former Master of Galbadia Garden. Open the Menu Screen, select Card, and move the cursor to the grayed Ifrit Card. Look in the lower-right corner and you'll discover the card's location, the Sun Panel in Fishermans Horizon. Travel to FH (via either Balamb Garden or the
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Ragnarok) and find Martine sulking in the area to the right of the Mayor's Residence. Challenge him to win back your Ifrit Card.
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Centra Ruins
Odin [GF] Odin Card Tonberry [GF] Travel to the crater in Centra and you'll find an odd structure, known as the Centra Ruins, jutting out of the landscape in the vicinity of the Yorn Mountains. Enter the site and head for the tower. You'll be addressed by a voice identifying itself as Odin, the legendary GF. Odin will challenge you to climb his tower and defeat him within 20 minutes. If you wish to accept his invitation, proceed through the ruins and enter the tower's first chamber. Stand on the stone and it'll levitate, carrying you to the next level. Climb the stone ladder on the left and enter another chamber. Throw the switch, exit the chamber, and climb down the ladder. Examine the glowing device to eject the set of steps on the right. Head for the top of the steps and climb the ladder on the left. Examine the statue and take out its left eye. Climb back down the ladder and go up the steps on the right. Head left, climb the ladder to reach the top of the dome, and examine the statue. When you insert the left eye, you'll be given a five-digit code. Take out both eyes, return to the
other statue, and insert the eyes. Enter the code and the door below will open. Climb down the ladder and enter the room to challenge Odin. ODIN Strangely, Odin will not attack you. The GF will simply stand there, daring you to defeat him before the time limit expires. If you fail to do so, Odin will use his sword, Zantetsuken, to cut your entire party in half and end your game. Begin by casting Scan to determine Odin's HP. Attack him with everything in your arsenal to bring him to within a single blow of defeat. Use the time remaining to mug Odin and stock the valuable magic carried by the GF. When you're fully loaded or when time runs short, launch your final assault and the GF will concede defeat [ODIN joins your party + ODIN CARD + 20 AP] On your way out of the ruins, you may wish to take the opportunity to acquire another GF. It's highly likely you encountered an odd-looking creature called a Tonberry on your way to the tower's first chamber. If you slay enough of them (expect to exterminate at least twenty), their King will appear to seek vengeance. Defeat the Tonberry King and the Tonberry GF will join your party. As simple as it seems, this will be no mean task. Though slow and meekseeming, Tonberries have extremely high HP and can be very deadly. At the beginning of each battle, a lone Tonberry will stand at a distance from your party and slowly plod toward you. When it comes close enough, it'll begin using its very strong Chef's Knife attack. Tonberries also have an absolutely fierce counterattack called Everyone's Grudge. Recommended Party: Rinoa, Squall and any other character. Recommended Setup: Begin with Rinoa's HP in Limit Break territory. As foolish as this may seem, Tonberries are extremely hesitant if at all willing to counterattack Angelo. Rinoa's only task will be using her Combine Limit Break. Maintain Squall and your third party member at full-strength at all times. The third character will serve as the designated medic. Make sure he/she has a healthy stock of strong curative magic and/or access to fully-curative items (junction the Recover ability if possible). Begin each battle by attacking with Rinoa's Limit Break and the strongest attack Squall and your third character have. If Squall or your third party member is hit with Everyone's Grudge, there's a good chance they'll be within Limit Break range. When this happens, wait for both ATB gauges to fill and skip to the healthy character. Initiate the curing process and quickly
activate the other character's Limit Break while the healing takes effect. (NOTE: Always, ALWAYS wait until the animation begins before confirming your Limit Break. This quest is exhausting and you're likely to grow impatient. Maintain discipline and you won't get knocked out.) Continue in this fashion until the Tonberry falls. Whenever the Tonberry gets close enough to use Chef's Knife, Rinoa will be in grave danger. Restore her HP immediately and finish the fight. At the beginning of the next battle, have Rinoa employ physical attacks to goad the Tonberry into Grudging her back within Limit Break range. When you've finally vanquished enough Tonberries to raise the Tonberry King's ire, Its Regalness will appear in place of the last fallen Tonberry. You'll feel a rush of relief followed by a lump of anxiety as you realize failing to defeat the King will mean having to start all over again. TONBERRY KING The battle with the Tonberry King will resemble every other Tonberry skirmish in most ways. The difference being the King's greater diversity of attacks and a weighty increase in maximum HP. Follow the same basic strategy with one major difference: Rinoa will no longer be safe hovering in Limit Break land. You'll have to keep her HP topped up with the others and use her strongest attacks. This battle could take a long time, but as long as you play it safe you should be victorious. [TONBERRY joins your party + 20 AP]
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Queen of Cards
Kiros Card Irvine Card Chubby Chocobo Card Doomtrain Card Phoenix Card If you've developed a positively burning passion for acquiring every card in the game, you'll need to deal with the Queen of Cards sooner or later. Initially, you'll find her standing on the right side of the steps to the train station in Balamb. She'll remain glued to this spot until you lose one of your high-level cards (Level 8 and higher) to her in a game of Triple Triad. If you talk to her afterward, she'll tell you she's bored of this region and will be heading for another part of the world. This is her idiom and she'll behave in this manner every time you win or lose a highlevel card from/to her. Pursue her around the world until she decides to go to Dollet. This is her hometown and when you talk to her in the Dollet Pub, you'll have the option of asking her about her father. She'll tell you he's an artist and a creator of cards. She'll mention a card she wants to give to him so he can create a
new card. Lose the requested card to her and she'll do just that. The new card will show up in the hands of a card player somewhere in the world. To reclaim the cards she requests from you, you'll have to go to her father's residence (located down the street from the Pub toward Lapin Beach). The painter's grandson will have custody of the cards. Challenge him to win them back. Listed below you'll find the name of each card the Queen of Cards will request followed by the card her father will create and details about how to find the player with the new card. [MiniMog = Kiros]/Deling City (a man in black, standing in the middle of the sidewalk on the left side of the street in the Mall) [Sacred = Irvine] /Fishermans Horizon (Mayor Dobe's wife, Flo, sitting on the second floor of the Mayor's Residence) [Chicobo = Chubby Chocobo]/Balamb Garden (a student, sitting in the Hall outside the Library with his arms crossed) [Alexander = Doomtrain]/Timber (the Bartender, standing at the bar in the far-right corner) [Doomtrain = Phoenix]/Esthar (the Presidential Aide, standing inside the room at the Presidential Palace where you left Rinoa during your initial visit)
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Timber
Timber Maniacs After Balamb Garden has been repaired at Fishermans Horizon, you'll be able to travel to Timber and collect the issue of Timber Maniacs that eluded you during your mission at the Timber TV Station due to the Galbadian presence in the Timber Hotel. Head for the train tracks near the Dollet Train Station and you'll encounter the two kids that were plotting a train-dodge during your last visit to Timber. To their great panic, the little girl has stumbled on the tracks and is in need of help. Rescue her from the incoming train and you'll be rewarded with a free stay in the Hotel. You'll see the issue of TIMBER MANIACS on the table in the lower-right corner of the guestroom.
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CC Group
GF Report Leviathan Card Carbuncle Card Gilgamesh Card After you defeat Edea for the second time, you'll be able to seek out and play cards against members of the CC Group, a secret clique of card lovers who seek out and challenge worthy opponents. When you win enough games at the Garden to earn a reputation as the man to beat, the lowest-ranking member of the Group will accept your challenge. Each time you defeat a member of the CC Group, you'll be able to challenge the next-highest-ranking member. Listed below you'll find the code-name of each CC Group Member followed by information regarding the card-player's location and any one-of-a-kind cards that member holds. Jack: Hall (You'll find him walking around near the Directory.)
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Joker (Card Magician): Training Center (You'll find him standing on a small pier in the area beyond the right paddock gate. Defeat him and he'll upgrade your Battle Meter to include the GF REPORT, showing information regarding kills and KOs for each GF. Also has the LEVIATHAN CARD.) Club (Card Knight): Hall (You'll find him walking around in the far quadrant.) Spade (Card Prince): 2F Hallway (You'll find him standing on the right side of another person near the elevator.) Diamond (Card Princess): Hall (You'll find them talking to each other next to the Directory.) Heart (Card Queen): Headmaster's Office (You'll find her standing on the bridge to the right of Nida. She has the CARBUNCLE CARD.) King (Card Master): Dormitory Single (After you defeat Heart, head for the Infirmary and challenge Dr. Kadowaki. She'll tell you she used to be the King until her title was passed to another. She suggests you'll soon encounter the current King. Go to your dorm room and go to sleep. King will challenge you in the middle of the night. She has the GILGAMESH CARD.)
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Cactuar Island
Cactuar [GF] Cactuar Island is the tiny oasis of sand located east of Kashkabald Desert in southern Esthar. You'll know you're on the right island if you see a green cactoid figure roaming the dunes. Land the Ragnarok on the island and prepare for battle. Catch the Jumbo Cactuar to engage it in battle. JUMBO CACTUAR [Preparation] Jumbo Cactuar is weak against Water and vulnerable to Slow. Junction Water to Elem-Atk and Slow to ST-Atk. Junction magic and stat multipliers prioritizing strength and speed. Jumbo Cactuar has an indefensible counterattack called 10,000 Needles. As its name suggests, it inflicts 10,000 points of damage, bringing instant death to any character. Be prepared with access to invincibility (e.g.
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Hero, Holy War and/or Rinoa's Invincible Moon Limit Break). Consider refining 10 Holy Wars from the Gilgamesh Card or 100 Heroes from the Laguna Card. [Battle] Begin the battle by casting Aura on your entire party and follow up with invincibility for everyone. Drawing from Jumbo Cactuar, cast Meltdown to evaporate its defenses. Unload continuous volleys of Limit Breaks and the Jumbo Cactuar should come crashing down. [CACTUAR joins your party + 20 AP]
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Winhill Village
Gysahl Greens Phoenix Pinion Holy Stone Winhill Village is located on the Galbadia continent south of D-District Prison. Something's amiss in the Mansion at the far end of the village. Talk to the man standing on the staircase and he'll tell you his precious vase is missing. Examine the suit of armor on the left side of the main floor and walk away. A Chicobo will burst out of it and drop a piece of the broken vase. Pick up the Vase Piece and give it to the man. He'll ask you to let him know if you find any more pieces. Head for the Pub, go upstairs, and talk to the woman twice. Go downstairs and examine the white flowers on the table in the near-right corner. Talk to Raine's ghost and a cat will appear in her place; examine the cat to find another Vase Piece. Go to the old woman's residence in the neighboring part of the village, examine the flowers in the near-right corner, and tell the old woman you like flowers. Examine them again to find another Vase Piece and head for the Chocobo Crossing in the middle of the village. Kick the Chicobo as it scurries past and it'll
drop the last Vase Piece. Punt the Chicobo two more times and it'll drop GYSAHL GREENS and a PHOENIX PINION. Return to the Mansion and give the Vase Pieces to the man on the staircase. In thanks he'll give you a HOLY STONE.
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Balamb
Combat King 003 After you defeat Edea for the second time make sure Zell is in your party and head for Balamb. Talk to the young woman standing near the gate and she'll tell you a girl from Garden came by Zell's house the other day. Go to The Dincht's and Zell will ask his mother about it. Ma Dincht will tell you she hasn't seen the girl. Go to the Hotel and pay 100 Gil to stay. When you wake up, you'll discover Zell is missing. Head downstairs and you'll overhear Zell talking to the Library Girl with a Pigtail. During the conversation she'll give Zell a copy of COMBAT KING 003. (If you didn't obtain the Pandemona Card from the Hotel Owner's daughter during the Galbadian occupation of Balamb you can win it from the Hotel Owner himself. He's standing in the Town Square just outside the Hotel.)
a few steps at a time. When you reach the core, the ominous voice will engage you in a conversation. Each time you respond, you'll be attacked by a Ruby Dragon. Defeat it and you'll advance to the next question. Respond correctly to the third question and you'll taken into the core to face Bahamut. [So you wish to challenge me...]: It's not our will to fight [Begging me for mercy?]: Never [Damned imbeciles. Why do you wish to fight?]: It's our nature... (hidden beneath the second option) BAHAMUT [Preparation] The Ruby Dragons are weak against Ice, Junction Blizzaga to Elem-Atk. Bahamut is vulnerable to Darkness. Junction Blind to ST-Def. [Battle] Bahamut often uses physical attacks. Begin by afflicting Bahamut with Darkness and you'll severely limit its ability to harm your party. It also uses an extremely powerful attack that targets your entire party called Mega Flare. Designate a medic and cast Triple on that character so you can restore your party in a single turn. Keep your HP at or near maximum while you stock up on magic and mug Bahamut. When you're ready to end the battle, attack with GFs or cast Meltdown and use physical attacks (cast Aura to use Limit Breaks). [BAHAMUT joins your party + BAHAMUT CARD + 40 AP] When you leave and return to the Deep Sea Research Center, you'll find a new path leading to the gaping hole left by the destruction of the core. Climb down the debris and you'll see a terminal buried underneath the rubble on the left side of the room. Examine it to read the report about the Level Energy System that controls the six-level pillar structure leading to a ruin at the bottom of the ocean. Your task will be to use Reserve Steam Pressure to rotate the lower levels and gain access to the excavation site. You'll begin with 20 units of energy. 4 units will be spent opening the door to level 2, leaving you with 16 for the completion of your objective. Go down the stairs to level 2.
Each level from 3 to 5 has three sectors: a high-cost sector, a mid-cost sector and a low-cost sector. High-cost sectors (1, 4 and 7) require 4 units of energy to access. Mid-cost sectors (2, 5 and 8) require 2 units of energy and low-cost sectors (3, 6 and 9) require 1 unit of energy. When you access levels 3 and 4, your subsequent choices will be limited to sectors of equal or lesser cost. When you access level 5, your choice will be limited to the sector of the same cost. Once you reach level 6, you'll need 4 units of energy to access the Deep Sea Deposit. At the bottom of the Deposit, you'll need another 10 units to activate the control device. Examine the levers on each level to select the amount of steam pressure to expend. How you proceed depends entirely on who's in your party. Without Zell: On level 2, expend 2 units to access sector 2 [14 RSP]. On level 3, expend 4 units to access the Steam Room [10 RSP] and use the terminal to add 7 units to your supply [17 RSP]. Return to sector 2 and expend 1 unit to access sector 6 [16 RSP]. On level 4, expend 1 unit to access sector 9 [15 RSP]. On level 5, expend 1 unit to access level 6 [14 RSP]. On level 6, expend 4 units to access the Deep Sea Deposit [10 RSP]. With Zell: On level 2, expend 1 unit to access sector 3 [15 RSP]. On level 3, expend 1 unit to access sector 6 [14 RSP]. On level 4, expend 1 unit to access sector 9 [13 RSP]. On level 5, expend 1 unit to access level 6 [12 RSP]. When you reach level 6, approach the levers and Zell will claim he can operate the machine. Let him take care of it and he'll be able to access the Deep Sea Deposit without expending any RSP [12 RSP]. In the Deep Sea Deposit, you'll face an extremely high and irreducible encounter rate. What's more, the monsters roaming the excavation site are very strong and only get stronger as you venture deeper. When you reach the bottom, junction Move-Find and use the hidden Save Point on the left. Prepare for your battle with Ultima Weapon and activate the control device when you're ready. ULTIMA WEAPON [Preparation] Ultima Weapon has no elemental weakness. Remove all magic junctioned to Elem-Atk. Raise each character's maximum HP as high as possible (via magic junctioned to HP and if necessary an HP multiplier) and junction magic and stat multipliers placing an emphasis on physical attack attributes (such as Str and Spd). Ultima Weapon can use an indefensible attack called Light Pillar, instantly slaying a single target. Make sure you have the means to revive party members. Consider refining 100 Elixirs from the Angelo Card. You may also want access to invincibility (e.g. Hero, Holy War and/or Rinoa's Invincible Moon Limit Break). Consider refining 10 Holy Wars from the Gilgamesh Card or 100 Heroes from the Laguna Card. Open the Item Menu and move the required items to the first page of the battle window. Recommended Party: Zell, Squall and Rinoa. Recommended Setup: Start with everyone's HP in Limit Break territory. Low HP plus Aura will increase the effectiveness of their Limit Breaks (most notably improving the probability Rinoa will execute Invincible Moon). With 9999 maximum HP or close to it, you should be able to achieve this while maintaining a comfortable
buffer zone against unexpected attacks. [Battle] Begin by casting Meltdown. Use your next turn to cast Triple on the third character and in turn use Triple to cast Aura on everyone. Consider following up with invincibility for your entire party. You may wish to gamble on Rinoa's Invincible Moon Limit Break or play it safe by using items. Draw Eden immediately then let loose on Ultima Weapon with repeated Limit Breaks. When Zell performs his Limit Break, stick to moves you can input quickly. You may sacrifice power per punch, but you'll be able to inflict a staggering amount of damage by simply alternating between Punch Rush and Booya. Be prepared for Aura to wear off before invincibility. When this occurs, persist in using the Limit Breaks of those characters with low enough HP or simply continue hammering away with normal attacks. In the unlikely event Ultima Weapon is still on its feet when invincibility wears off, use Triple to re-cast Aura and resume the onslaught until Ultima Weapon gives in. [EDEN joins your party + EDEN CARD + 100 AP]
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Shumi Village
Timber Maniacs Phoenix Pinion Status Guard Shumi Village lies deep beneath the frozen earth of northwestern Trabia. Travel to eastern Winter Island, locate and enter the Mystery Dome, and take the elevator down to the village entrance. Go to Sculptor's Residence at the far end of the village and head for the workshop at the back. You'll find the Shumi working on a statue of Laguna and Sculptor will insist you speak with the Elder; go to the Elder's Residence in the middle of the village. After the Elder finishes telling you about Laguna, attempt to exit and he'll ask you to assist his attendants in the workshop. Go to the workshop and talk to Sculptor. He'll ask you to get five kinds of stone to help him finish the statue. Blue stone: Examine the large stone on the floor against the wall on the left side of the workshop. Wind stone: Examine the stone on the far side of the path left of the Hotel. Return to the workshop and talk to Sculptor. Life stone: Climb the roots of the tree on the rock face right of the Elder's house to retrieve the stone, return to the workshop, and talk to Sculptor. Shadow stone: Take
the elevator to the surface and examine the overlapping shadows near the right side of the foot of the steps. Return to the workshop and talk to Sculptor. Water stone: Go to Artisan's Residence next door and examine the left corner of the far room. Grab the issue of TIMBER MANIACS on Artisan's bed, return to the workshop, and talk to Sculptor. Go to the Elder's Residence and you'll receive the Elder's gift. As you exit, the Elder's Attendant will give you a PHOENIX PINION. Take the elevator to the surface and return to the workshop. The Elder's Attendant has been assigned to help Sculptor complete the statue of Laguna. Talk to Attendant and you'll discover he's less than enthusiastic about the task. Go to the Elder's Residence and talk to the Elder. Talk to the Moomba outside and follow it to the workshop. Once the Attendant has agreed to work, return to the Elder's Residence and talk to the Elder. Go to the workshop and talk to Attendant. He'll suggest another craftsman is needed. Go to Artisan's Residence and talk to Artisan five times. He'll tell you about a group of artisans he admires and show you examples of his work, but he'll refuse to help. Head for the surface and go to the Grease Monkey's Residence in Fishermans Horizon. Talk to the Grease Monkey and he'll give you Artisan's Moomba doll. Return to Artisan's Residence in Shumi Village and the doll will deliver a message from the Grease Monkey. Go to the Elder's Residence and talk to the Elder. He'll reward you with a STATUS GUARD.
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Obel Lake
Luck-J Scroll Three Stars If you've been obnoxiously thorough in your examination of the landscape you may have come across a few cryptic carvings on various objects in disparate parts of the world. The answers to your burning questions lie waiting in the serenity of Obel Lake located in Timber north of the city. Examine the farthest edge of the earthen pier jutting into the lake from the east and you'll be presented with two options: 'Throw a rock' or 'Try humming.' Hum and a black shadow will rise to the surface. Hum again and you'll befriend the benevolent Black Shadow of Obel Lake. Talk to the creature and it will ask you to find its friend, Mr. Monkey. Continue to talk to it and it will give you two clues: 'Mr. Monkey should be in a forest somewhere' and 'perhaps he took a train towards Dollet.' Head for the northern part of Hasberry Plains in Dollet and walk around in the forest until you spot the monkey. No matter what you do the monkey will bark 'You suck!' and disappear into the forest. Return to Obel Lake and relay to Black Shadow the whereabouts of the contemptible little simian. The shadow will thank you and, each subsequent time you talk to it, will give you a random clue about the location of one of several objects of interest potentially leading to hidden rewards. 'Take a break at the railroad bridge.' This most likely refers to the two Draw Points located on
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railroad bridges in the area. You'll find a Fire Draw Point on the bridge north of East Academy Station on the train line between Timber and Dollet. You'll also find an Aero Draw Point on the eastern bridge on the direct line between Timber and Deling City. 'Take some time off at Eldbeak Peninsula.' Travel to the peninsula, located northeast of Obel Lake on the west coast of Trabia, and examine its farthest tip. You'll find a stone pillar with the inscription [TRETIMEASUREAT MINOFFDEISLE]. Per Black Shadow's suggestion remove the words 'time' and 'off' and you'll be left with the message: 'Treasure at Minde Isle.' Pilot the Ragnarok to Minde Island, located in southern Esthar in the channel between Abadan Plains and Kashkabald Desert. Examine the area just southeast of the center of the island and you'll find a LUCK-J SCROLL. 'At the beach in Balamb, something special washes ashore at times.' Travel to Balamb and explore the beach on the south coast. Keep examining the rocks until you find the one with the carving [S T S L R M]. 'You'll find something on an island east of Timber, too.' Travel to Mandy Beach southeast of the lake and explore the eastern end of the long narrow island north of the Horizon Bridge. You'll find a rock with the carving [R E A I D R]. 'There's also something on top of a mountain with a lake and a cavern.' Pilot the Ragnarok to Monterosa Plateau west of the lake and set down on the highlands north of the train tracks running directly between Timber and Deling City. Examine the edge of the cliff immediately above the cavern from which the river flows and you'll find a bird warming and egg. Check it out and the birds will attack you. Defeat them and you'll discover the egg is in fact a rock with the carving [E A S N P D]. If you're more a pacifist you may want to leave the egg alone, wander around for a bit, and examine the area again a little while later. Eventually the bird will go to look for food allowing you to pick up the rock without resorting to violence. 'Mr. Monkey had a rock like this I think...' Black Shadow will give you this clue if you talk to it after you've found at least one of the three rocks above. Before you head for Hasberry Plains to hunt for the monkey try throwing a few rocks into Obel Lake. He won't even give you the time of day unless you're an accomplished stone-skipper. Throw rocks until one skips 'many many times' (this occurs randomly) and head for the Mr. Monkey's forest. Find him and throw rocks at him until he throws one back at you and runs away. Mr.
Monkey's rock bears the carving [U R H A E O]. After obtaining all four rocks return to Obel Lake and talk to Black Shadow until it notices your discovery. The shadow will arrange the rocks in the proper order and you'll be able to decipher their meaning (reading from top to bottom, left to right): 'Mordred Plains has treasure.' Pilot the Ragnarok to northern Esthar and set down in the center of the valley between the Nortes Mountains and the Vienne Mountains of Trabia. Examine the ground and you'll find 'The Liar Rocks'. As you search the plains the multicolored rocks will talk to you. The blue-faced rock doesn't know where the treasure is but it'll give you random clues about how to interpret the other rocks. The red-faced rock will tell you the opposite of what you need to know and with this in mind you'll be led directly to the treasure. When it says 'The treasure's not here!' you've found it. Examine the same spot again and you'll find THREE STARS. 'Back in the day, south of here, there used to be a small but beautiful village surrounded by deep forests. Everyone lived a happy life there.' This most likely refers to an area surrounded by the eastern forests of Lenown Plains in the Almaj Mountains of southern Centra. Travel to the area and explore the center of the conspicuous clearing in the midst of the forests. You'll find rubble lying among the grass but nothing more.
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Squall Leonhart
A gunblade specialist and SeeD candidate at Balamb Garden, Squall is an intensely introspective young man who swallows his feelings behind a cold exterior and an obstinate fixation on duty. Beneath this untouchable facade hides a sensitive and melancholy teenager tormented by his fear of abandonment. Despite his persona, he is charismatic and well-respected. WEAPON: Gunblade Revolver/[M-Stone Piece (6) + Screw (2) + 100 Gil]/Weapons Mon Mar Shear Trigger/[Steel Pipe + Screw (4) + 200 Gil]/Weapons Mon Apr Cutting Trigger/[Mesmerize Blade + Screw (8) + 400 Gil]/Weapons Mon May Flame Saber/[Betrayal Sword + Turtle Shell + Screw (4) + 600 Gil]/Weapons Mon Jun Twin Lance/[Dino Bone + Red Fang (2) + Screw (12) + 800 Gil]/Weapons Mon Jul Punishment/[Chef's Knife + Star Fragment (2) + Turtle Shell + Screw (8) + 1000 Gil]/Weapons Mon Aug Lion Heart/[Adamantine + Dragon Fang (4) + Pulse Ammo (12) + 2000 Gil]/Weapons Mon 1st LIMIT BREAK: Renzokuken
Squall rushes toward a single target and unleashes a barrage of gunblade attacks. During the Limit Break, the Renzokuken Indicator will appear at the bottom of the screen and a bar representing each strike will move from right to left. By pulling the trigger [R1] at the right moment (when the bar is inside the small window on the left), you'll score a critical hit, increasing the damage. If you find using the Indicator distracts you from enjoying the unfolding violence and is just plain un-macho, you may want to turn it OFF via the Limit Break window in Squall's Status Menu. On the other hand you may opt to set Gunblade Auto to ON and have the weapon fire automatically (though in doing so you'll have a much lower if any probability of scoring a Perfect!! attack). At the end of the assault there will be a random chance Squall will execute one of four special moves. Listed below you'll find the name of each finishing blow followed by a brief description of its effect and the weapons that enable its execution. Rough Divide: Damage one enemy/Revolver and above Fated Circle: Damage all enemies/Shear Trigger and above Blasting Zone: Damage all enemies/Flame Saber and above Lion Heart: Damage one enemy/Lion Heart Zell Dincht
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Zell Dincht
Zell is a SeeD candidate and a confessed freak for Balamb Garden Cafeteria hot dogs. His mastery of a custom brand of close combat fighting skills makes him a powerful ally while his unrestrained enthusiasm and child-like eagerness to prove himself make him an occasional liability. An inadvertent clown figure but fiercely loyal and ultimately likeable. WEAPON: Gloves Metal Knuckle/[Fish Fin + M-Stone Piece (4) + 100 Gil]/Weapons Mon Mar Maverick/[Dragon Fin + Spider Web + 200 Gil]/Weapons Mon Apr Gauntlet/[Dragon Skin + Fury Fragment + 400 Gil]/Weapons Mon Jun Ehrgeiz/[Adamantine + Dragon Skin (4) + Fury Fragment + 800 Gil]/Weapons Mon Aug LIMIT BREAK: Duel Zell squares off against a single opponent and delivers a hearty pummeling using the fighting skills he's learned. During the Limit Break, a series
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of windows containing a selection of acquired skills will open at the bottom of the screen accompanied by a timer in the lower-right corner. With each set of options, input the button sequence corresponding to the skill you wish to add to your combination until the time limit expires. By selecting skills in a specific order you'll be able to end the combination with one of four finishing blows. Listed below you'll find the name of each skill followed by the button sequence required to execute it, a brief description of its effect and the magazine you must read to learn it. Punch Rush [O X]: Damage one enemy/(Already learned) Booya [R L]: Damage one enemy/(Already learned) Heel Drop [U D]: Damage one enemy/(Already learned) Mach Kick [L L O]: Damage one enemy/(Already learned) Dolphin Blow [L1 R1 L1 R1]: Damage one enemy/Combat King 001 Meteor Strike [D O U O]: Damage one enemy/Combat King 002 Burning Rave* [D D D D O]: Damage all enemies/(Already learned) Meteor Barret* [U X D T O]: Damage one enemy/Combat King 003 Different Beat* [T S X O U]: Damage one enemy/Combat King 004 My Final Heaven* [U R D L T]: Damage all enemies/Combat King 005 * Finishing blow Selphie Tilmitt
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Selphie Tilmitt
Selphie is a SeeD candidate who recently transferred from Trabia Garden to take the Field Exam. She's friendly, social and sincere. Her cutesy manner and chronically upbeat disposition make her easily underestimated. Beneath her agreeable demeanor lurk great passion and a surprising killer instinct. WEAPON: Nunchaku Flail/[M-Stone Piece (2) + Bomb Fragment + 100 Gil]/Weapons Mon Mar Morning Star/[Steel Orb (2) + Sharp Spike (2) + 200 Gil]/Weapons Mon Jun Crescent Wish/[Inferno Fang + Life Ring + Sharp Spike (4) + 400 Gil]/Weapons Mon Jul Strange Vision/[Adamantine + Star Fragment (3) + Curse Spike (2) + 800 Gil]/Weapons Mon 1st LIMIT BREAK: Slot Selphie casts Magic without drawing from or needing to have it in her personal inventory. During the Limit Break, a window containing a quantity of
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randomly-selected Magic will open in the bottom-left corner of the screen. Select 'Do over' to turn the slot again until the desired Magic appears and select 'Cast' to use it. The Magic will be targeted at random, however attack magic will always effect enemies and defensive magic will always effect members of your party. There are four types of Magic exclusive to Selphie's Limit Break. Listed below you'll find the name of each unique Magic skill followed by a brief description of its effect. Full-cure: Restores HP and abnormal status to all Wall: Shell and Protect on all party members Rapture: Removes enemy The End: Defeats all enemies Quistis Trepe
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Quistis Trepe
A SeeD since the age of fifteen and the youngest Instructor at Balamb Garden, Quistis is regarded as a child prodigy. She's admired by her students but has difficulty commanding authority. Protective but deeply insecure, torn between the compulsion to mother and a vast longing for acceptance, she suffers from role-conflict typical of those forced to grow up too soon. WEAPON: Whip Chain Whip/[M-Stone Piece (2) + Spider Web + 100 Gil]/Weapons Mon Mar Slaying Tail/[Magic Stone (2) + Sharp Spike + 200 Gil]/Weapons Mon May Red Scorpion/[Ochu Tentacle (2) + Dragon Skin (2) + 400 Gil]/Weapons Mon Jun Save the Queen/[Malboro Tentacle (2) + Sharp Spike (4) + Energy Crystal (4) + 800 Gil]/ Weapons Mon Aug LIMIT BREAK: Blue Magic
Blue Magic describes a group of sixteen enemy techniques. During her Limit Break, Quistis uses one of the Blue Magic skills she's acquired. Listed below you'll find the name of each skill followed by a brief description of its effect and the item you must use to learn it. Laser Eye: Damage one enemy/(Already learned) Ultra Waves: Damage all enemies/Spider Web Electrocute: Thunder damage to all enemies/Coral Fragment LV?Death: Death against certain enemies/Curse Spike Degenerator: Kill one enemy/Black Hole Aqua Breath: Water damage to all enemies/Water Crystal Micro Missiles: Damage one enemy/Missile Acid: Status change on one enemy/Mystery Fluid Gatling Gun: Damage one enemy/Running Fire Fire Breath: Fire damage to all enemies/Inferno Fang Bad Breath: Status change to all enemies/Malboro Tentacle White Wind: Restores HP to all party members/Whisper Homing Laser: Damage one enemy/Laser Cannon Mighty Guard: Defend all party members/Barrier Ray-Bomb: Damage all enemies/Power Generator Shockwave Pulsar: Major damage to all enemies/Dark Matter Rinoa Heartilly
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Rinoa Heartilly
A member of 'The Forest Owls', a resistance faction fighting for Timber's independence from the nation of Galbadia. Rinoa's impulsive and emotionally uninhibited nature has a captivating effect on others. Steadfast and compassionate but at times idealistic and naive, revealing the sheltered past from which she's desperate to escape. WEAPON: Projectile Pinwheel/[M-Stone Piece (3) + 100 Gil]/Weapons Mon Apr Valkyrie/[Shear Feather + Magic Stone + 200 Gil]/Weapons Mon May Rising Sun/[Saw Blade + Screw (8) + 400 Gil]/Weapons Mon Jul Cardinal/[Cockatrice Pinion + Mesmerize Blade + Sharp Spike + 800 Gil]/Weapons Mon Aug Shooting Star/[Windmill (2) + Regen Ring + Force Armlet + Energy Crystal (2) + 1000 Gil]/ Weapons Mon 1st Rinoa's pet dog, Angelo, is never far from her side. He can aid her during battle by performing the tricks he's learned. Build Angelo's repertoire by opening the Limit Break window in Rinoa's Status Menu and selecting the trick you wish to teach him. The gauge next to the name of each trick represents his progress and it gradually fills as you walk around with Rinoa in your party. A chime will sound when Angelo has mastered the trick. At any time during battle,
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there's a random chance Angelo will perform one of the following four tricks (listed below you'll find the name of each battle trick followed by a brief description of its effect and the magazine you must read to enable Angelo to learn it): Angelo Rush: Damage one enemy/(Already learned) Angelo Recover: Restore HP to a party member with low HP/Pet Pals Vol.2 Angelo Reverse: Revive party member from KO/Pet Pals Vol.4 Angelo Search: Find items/Pet Pals Vol.5 LIMIT BREAK: Combine/Angelo During her Limit Break, Rinoa calls Angelo and he performs a trick selected at random from the following four (listed below you'll find the name of each Limit Break trick followed by a brief description of its effect and the magazine you must read to enable Angelo to learn it): Angelo Cannon: Damage all enemies/ (Already learned) Angelo Strike: Damage one enemy/Pet Pals Vol.1 Invincible Moon: Make all party members invincible/Pet Pals Vol.3 Wishing Star: Damage all enemies/Pet Pals Vol.6 LIMIT BREAK: Combine/Angel Wing During each subsequent turn for the remainder of the battle, Rinoa targets random enemies and casts attack Magic selected at random from her personal inventory without actually expending any of her stock. Damage is five times more than usual. (NOTE: If she has no attack, Magic she'll resort to physical attacks.) Irvine Kinneas
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Irvine Kinneas
Irvine is Galbadia Garden's resident sharp-shooter and rakish playboy. When he isn't chasing girls he's busy courting the image of a rugged loner. Under pressure, his confidence tends to waver and his cool turns flaccid. Though his merciless posing can be off-putting, with a damsel in distress he becomes genuinely even fiercely chivalrous. WEAPON: Gun Valiant/[Steel Pipe + Screw (4) + 100 Gil]/Weapons Mon Apr Ulysses/[Steel Pipe + Bomb Fragment + Screw (2) + 200 Gil]/Weapons Mon May Bismarck/[Steel Pipe (2) + Dynamo Stone (4) + Screw (8) + 400 Gil]/Weapons Mon Jul Exeter/[Dino Bone (2) + Moon Stone + Star Fragment (2) + Screw (18) + 800 Gil]/Weapons Mon 1st LIMIT BREAK: Shot Irvine unloads a flurry of gun blasts into the unsuspecting breadbaskets of as many enemies as possible. During the Limit Break, a bullet counter and a time
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gauge will appear in the lower-right corner. Pull the trigger [R1] repeatedly until the time limit expires or your supply of ammunition runs out. Maximize the efficiency of the attack by paying close attention to the damage done by each hit. If your shots suddenly cease inflicting injury, your target has no remaining HP. Select a new target using the D-button or Left stick. Listed below you'll find each type of ammunition Irvine can load into his gun followed by the name of the corresponding Shot and a brief description of its effect. Normal Ammo = Normal Shot: Damage one enemy Shotgun Ammo = Scatter Shot: Damage all enemies Dark Ammo = Dark Shot: Damage and status change one enemy Fire Ammo = Flame Shot: Fire damage all enemies Demolition Ammo = Canister Shot: Damage one enemy Fast Ammo = Quick Shot: Damage one enemy AP Ammo = Armor Shot: Defense-ignoring damage to one enemy Pulse Ammo = Hyper Shot: Damage one enemy Other playable characters
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Laguna Loire
A well-meaning man of good heart, Laguna is a would-be writer who finds himself instead a sub-competent soldier in the Galbadian Army. His gentle clumsiness, meandering verbal style and tendency to attract trouble lend him a charming buffoonish quality but his instinct and spirit inspire great faith. WEAPON: Machine Gun LIMIT BREAK: Desperado (Damage all enemies)
Kiros Seagill
Kiros is a graceful man with an unusual presence and an even more unusual fighting style. He's Laguna's faithful friend and serves with him in the Galbadian Army. WEAPON: Katal LIMIT BREAK: Blood Pain (Damage one enemy)
Ward Zabac
A massive, towering man whose magnitude is matched by his devotion to Laguna. Ward is noble and wise, serving in the Galbadian Army side by side with his dear friend. WEAPON: Harpoon LIMIT BREAK: Massive Anchor (Damage all enemies)
Edea
A Sorceress in league with Vinzer Deling, Galbadia's President cum dictator. Shrouded in mystery and foreboding, very little is known about her origin and true intentions. WEAPON: None LIMIT BREAK: Sorcery (Ice Strike: Damage one enemy) --> Continue on to the Walkthrough
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Fire Cavern
Accompany Quistis to the Classroom. Once class has been dismissed, talk to Quistis and meet her at the Front Gate. Locate the Fire Cavern (east of Balamb Garden), talk to the Garden Faculty, and select a time limit. Find and defeat Ifrit within the chosen time limit and return to Balamb Garden. STRATEGY Ifrit: 10 minutes should be more than enough time to complete your objective. Enter the cavern and proceed along the path. Ignore branches deviating from the main path and defeat any enemies you encounter as quickly as possible. Try to reach the opposite end of the path with at least 5 minutes to spare. Ifrit is weak against Ice. Dedicate one character to summoning Shiva repeatedly. In the meantime, have the other member of your party stock magic or draw and cast Cure as needed. If time is running short, have this character join the attack by casting Blizzard. [IFRIT joins your party + IFRIT CARD + 20 AP] NOTES Quezacotl and Shiva: Before you leave the Classroom, return to your seat and
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turn on the Study Panel. Select Tutorial and Guardian Forces QUEZACOTL and SHIVA will be added to your party. If you forego this opportunity, Quistis will add them to your party when you meet her at the Front Gate. Free cards: Talk to the person standing near the elevator in the 2F Hallway and he'll give you seven cards. ITEMS Occult Fan I: B-Garden Library (Examine the near end of the right-most of the bookshelves against the far wall.) MiniMog Card: Junior Classman (jogging in B-Garden Hall) Quistis Card: Trepe Groupie #1 (sitting in the B-Garden Cafeteria) Ifrit Card: (see STRATEGY, Ifrit)
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Biggs & Wedge and Elvoret: Biggs will be on his own at the start of the battle. Wedge will arrive after a short while has passed or immediately if you deplete Biggs' HP. There aren't significant benefits to waiting so lay into Biggs with your strongest GF and have your other characters begin stocking Esuna. When Wedge arrives, Biggs' HP will be completely restored. Have all three characters stock Esuna, stopping as needed to draw Cure from Wedge and cast it. When your stock is full, launch your attack. Once you've inflicted enough damage, Elvoret will arrive and blow the pair away. However, you won't receive the full reward at the end of the battle unless you deplete their HP simultaneously. A single fully-boosted attack from your strongest GF should finish them both, but you may want to play it safe and attack with a non-boosted GF to lower their HP a bit before delivering the final stroke. When Elvoret arrives, draw Siren immediately. Assault Elvoret with GF attacks until the battle is won, although you may want to stock up on Double first. [SIREN joins your party + WEAPONS MON MAR + 18 AP] X-ATM092: The X-ATM092 can't be destroyed. All you can do is knock it down and escape while it's temporarily disabled. Time will be precious so keep your encounters with the machine as brief and infrequent as possible. The XATM092 is weak against Thunder. If all you're interested in is escaping, the fastest way to cripple it is summoning and boosting Quezacotl. However, you may want to take this opportunity to earn a substantial chunk of AP. Begin by summoning Quezacotl and boosting the GF just shy of incapacitating the XATM092. Skip your other party members and summon Quezacotl again. Summon GFs with the other characters, but make sure neither arrives ahead of the Thunder GF. When Quezacotl appears, boost its attack to full strength. The Black Widow will begin repairing itself, but you'll have already taken about half its HP with two more GFs about to attack. Don't let up and you should be able to entirely deplete its HP. If you succeed, the X-ATM092 will right itself immediately with its HP suddenly restored. Knock it down again and make your escape to claim your reward. [50 AP] NOTES
Evading the X-ATM092: It's possible to make it to the beach having fought it only once. After your initial encounter, head right and down the path. When the XATM092 arrives, push the controller in the direction you wish to go before releasing the text window. During the black-out as the next area loads, anticipate your move by aiming toward the upper-left and you should be able to slip under the machine as it leaps past you. Walk through the next area or you'll be stunned by the shaking earth then sprint for the bridge. You'll hear the XATM092 jump over you. Wait until you hear it land and cut back the other way. When you hear it jump again, immediately break for the beach and don't look back (but for the love of humanity, take a moment to save the dog). ITEMS Weapons Mon Mar: (see STRATEGY, Biggs & Wedge and Elvoret)
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SeeD Inauguration
Return to Balamb Garden. Go to the Hall and approach Cid, Quistis and Xu. Find Seifer standing outside the Library and talk to him. Report to the 2F Hallway outside the Classroom and wait until you're called into the Headmaster's Office. Return to the hallway outside the Classroom. Go to your room, change into your SeeD uniform, and talk to Selphie to go to the Inauguration party. Go to your dorm room when Quistis instructs you and change into your normal clothes. Meet her in the Training Center and go to the 'secret area' on the far side of the Save Point. Head for the exit, defeat the Granaldo and three Raldos, and return to the Dormitory. STRATEGY Granaldo & Raldos: Cast Sleep on the Granaldo immediately (if you don't have any in stock, you can draw it from the Granaldo). It can't attack while it's sleeping and the Raldos won't attack you of their own accord until you defeat the
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Granaldo. This leaves you free to stock up on magic. As long as you re-cast Sleep on the Granaldo immediately after it wakes up, you should be able to keep it asleep and max out both characters' magic stocks without taking any damage. You may want to draw Protect from a Raldo and cast it on Squall and Quistis to minimize the damage from any physical attacks the Granaldo manages to squeeze in during its fleeting moments of consciousness. When you've had your fill, summon and boost your strongest GF. This should eliminate all the Raldos in a single blow. A second boosted GF should finish the battle. [14 AP] NOTES Battle Meter: Talk to Cid in his office after you've been dismissed from the SeeD Inauguration and he'll give you the BATTLE METER. Initially you'll only have access to the Battle Report but you'll be able to add new features later in the game. To access the Battle Meter, open the Tutorial from the Menu Screen, enter the Info Corner, and select Information. View the Battle Report to keep track of the distance you've walked, the number of battles you've been in, the number of battles you've won, and the number of times you've escaped. ITEMS Seifer Card: Cid (in the B-Garden Headmaster's Office) Zell Card: Ma Dincht (Visit the Dincht's and challenge her while Zell is in your party.) Timber Maniacs: Balamb Hotel (Go upstairs to the guestroom and you'll see it on the table right of the Save Point.) OR Balamb Station Yard (on the ground near the edge of the platform behind the signal)
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First Mission
Meet by the Front Gate. After the meeting, talk to Cid and travel to Balamb. Approach the Station Staff standing at the entrance to Balamb Station, purchase a train ticket, and board the train to Timber. Pass through the security door, enter SeeD's private cabin, and approach Zell. Find the vehicle in Timber Forest and get in. After you arrive in Deling City, locate the Hotel and go into the Club. Talk to the hostess and ask for your usual table. Approach Julia and return to your table. Go to the front desk, ask the Receptionist about Julia's room, and talk to Julia. Approach the person on the foot of the steps to the train platform and give the password. Follow him aboard another train and enter the last room toward the front of the train. Once the princess is awake, talk to her and follow her to the rear of the train and into the briefing room. After the strategy meeting, exit the room and talk to Watts. Seize the President's car within the 5-minute time limit. Talk to Rinoa and defeat the Fake President/Gerogero.
STRATEGY Fake President/Gerogero: Gerogero is an undead monster weak against Fire. Junction Fire magic to Elem-Atk. Begin by drawing Cure from the Fake President and casting it on members of your party until everyone has their maximum HP. Stock Cure if you need to then attack using your GFs (try to time it so Ifrit arrives last). Boost the first GF and it should be able to strike down the Fake President. The other GFs will arrive almost as soon as Gerogero reveals itself. Their attacks should lower the creature's HP to the point where a single boosted attack from Ifrit will win the battle (a precaution taken in case you get into trouble and need to end the fight quickly). Begin stocking magic, stopping immediately to draw Esuna and cast it on party members victimized by Gerogero's status attacks. When you're ready, summon Ifrit to put the abomination out of its misery. You may also consider attacking with curative magic to effect serious damage or using a life-restoring item to bring victory in a single turn. [20 AP] NOTES Seizing the President: Approach Rinoa, go to the end of the dummy car, and jump onto the 2nd escort car. Proceed across the roof of the 2nd escort car and approach Rinoa to jump onto the President's car. Uncouple the 1st escort car: successfully enter three codes and cross to the President's car. Uncouple the 2nd escort car: successfully enter five codes and return to the President's car. Diablos: Make sure Selphie is in your party when you use the Magical Lamp and enter the dimension where Diablos dwells to engage it in battle. Her Limit Break will be a crucial part of winning this fight. Diablos will attack you with two types of magic. Demi depletes 1/4 of one character's HP and Gravija lowers the HP of every member of your party by 3/4. Neither attack will KO your characters directly, but Diablos can easily finish the job with very strong physical attacks. Begin the battle by having everyone stock Demi. This magic will probably be the strongest attack available to you and there are two good reasons to hang onto it instead of casting it. Firstly, it's very difficult to draw and your attempts may frequently fail. The advantage of stocking is each successful draw should yield several Demi. Secondly, each time you cast Demi from your own personal stock, Diablos will counter by casting Curaga on you! When your HP run low, cast Demi and Diablos will fully restore you. If a character in jeopardy hasn't managed to stock any Demi, summon a GF for protection. Each GF should be able to handle Diablos' physical attack and Demi and Gravija do damage based on the character's HP not the GF's (meaning low character HP equals minor damage to the GF). While you wait for the GF, select a character to
stand by with a full ATB gauge. When the GF's attack begins, cast Cure on the ravaged summoner (doing so any sooner risks increasing the damage taken by the GF). Once out of danger, you should have your character continue the healing process or resume stocking Demi. If Diablos uses Gravija to bring down everyone's HP simultaneously, there won't be a character healthy enough to stand by and assist a party member stranded without Demi. Instead, wait for Selphie's ATB gauge to fill and skip to a character that can cast Demi. Selphie should be within Limit Break range. Use the time it takes for Demi to take effect to get her Full-cure magic. Keep a watchful eye on Diablos' HP. When victory is in reach, shift into assault mode and use physical attack to finish the battle. [DIABLOS joins your party + DIABLOS CARD + 20 AP] ITEMS Weapons Mon Apr: Dormitory Single (on the desk the morning after Squall gets his new dorm room) Pet Pals Vol.1: Train [to Timber] (Enter SeeD's private cabin, approach Zell and he'll find it.) Pet Pals Vol.2: Forest Owls' Base (on the sofa bed in Rinoa's room after the strategy meeting) Diablos Card: (see NOTES, Diablos) Angelo Card: Watts (in the Forest Owls' Base)
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Timber TV Station
Talk to Rinoa, exit the briefing room, and talk to Watts. Locate the Timber TV Station: Locate the Timber Pub and defeat the G-Soldiers outside. Enter the Pub, approach the Drifter, and convince him to move. Use the back door, proceed to the TV Station, and follow Seifer backstage. Find Rinoa and Quistis near the outdoor TV and follow them down the stairs and into the Pub. Follow the woman to her residence. Talk to Quistis and follow everyone downstairs. Head for the near side of the room until Quistis addresses you and exit the house. NOTES Locating the Timber TV Station: Before he left, Watts suggested you head for Timber Maniacs. Go right and you'll see it. The person standing near the steps will recommend you consult the woman next door. She'll tell you about the alley behind her house and send you to the Pub. Exit her house, go right, and take the far stairs. Enter the Pub and go out the back door to get to the alley. Go left and you'll see the stairs to the TV Station.
Moving the Drifter: You have to get on his drunken good side to get the Drifter out of your way. There are two ways to do this. One is buying him a drink. The Pub offers six types of booze and only one will purge his urge. Drinks are either bitter or sweet and bear red, green or yellow labels. Talk to the patron to learn how to distinguish the drinks. Talk to the woman at the bar to find out if the Drifter prefers bitter or sweet. Approach the Drifter and observe him to find out if he's enjoying his beverage and see the color of its label. Approach him again, talk to him, and buy him another round of what he's drinking. It'll cost you 100 Gil but he'll give you a FORBIDDEN CARD in return. The second option is returning his stolen card. Approach him, talk to him and tell him about the Buel Card you recovered from the G-Soldiers outside. In gratitude, he'll let you keep the card and give you a TONBERRY CARD as well. Owl's Tear OR 500 Gil: Enter the Residence near the Dollet Train Platform and talk to the old man. Tell him you like beverages and he'll invite you to drink Owl's Tear from his faucet. Examine it to drink and fully restore your party. If almighty cash is a higher priority, check the cupboard until you find the old man's secret savings. He'll revoke your faucet privileges, but you'll earn 500 Gil. Free Potions: The guy that sometimes appears on the walkway over the train tracks has a thing for Rinoa. As long as she's in your party, he'll give you a Potion when you talk to him. After the TV broadcast, he develops a similar thing for Quistis. ITEMS Girl Next Door: Editorial Department [Timber Maniacs] (Examine the rear-most of the two stacks of magazines next to the Information counter.) Pet Pals Vol.3/Vol.4: Timber Pet Shop Timber Maniacs: Editorial Department [Timber Maniacs] (Enter the far room and you'll see it on the floor on the right side of the room. Walk between the table and the desk to get to it.)
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Galbadia Garden
Go to the Dollet Train Platform and board the train. Pass through the security door and return to the first compartment. Talk to Zell, leave him alone, and get off the train. Enter the forest west of East Academy Station. Head for the entrance to the Excavation Site and defeat the Esthar Soldiers you encounter as you approach the fork in the catwalk. Make your way to the cliff at the far side of the Site and defeat the Esthar Soldiers you encounter there. Go to Galbadia Garden (west of the forest), locate the 2F Reception Room, and talk to Zell. Talk to every person in the room and approach the area on the far side of the coffee table. Head for the lower level of the Hall, find Quistis by the Front Gate, and talk to her. Follow Quistis to the meeting place and talk to Rinoa. Talk to Rinoa, Zell, Selphie or Quistis after the meeting. NOTES Tampering with the Excavation Site: Go right at the fork in the catwalk at the
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entrance to the Site and climb down the ladder. Proceed along the path until you reach an area with materials piled in the lower-right corner. Approach the pile and pick up the Old Key. Head left until you reach an area with three hatches on the ground. Examine the center hatch and tamper with the loose lever. Go right and the hatch will drop open under a pursuing Esthar Soldier. Return to the area, examine the right hatch and attempt to tamper with the lever. Go back to the entrance and take the left fork in the catwalk. Proceed until you reach another ladder and climb down. Approach the area on the far side of the barrier against the left wall, pick up the other Old Key and proceed to the area with the three hatches. Examine the left hatch, attempt to tamper with it and return to the entrance again. Go right at the fork and proceed to the area with the pile of materials. Go up until you reach an area with a detonator on the ground. Approach it and press the red switch. The furthest boulder will roll into a hole and the impact will knock open the left hatch. Approach the detonator again and press the blue switch. The nearest boulder will roll away and plug the hole, jarring the right hatch open. Go up and proceed along the path until you reach an area with a boulder against the left wall. Push it out of the way to reveal a Cure Draw Point. Solving this puzzle isn't mandatory but doing so will yield significant rewards later in the game. OPTIONAL QUESTS: Dollet
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from Sacred and casting it on every member of your party to reduce the damage of its attacks. Stock up on magic and for the moment ignore the fact that the creature is recovering. When you're ready to attack cast Float on Sacred to cut it off from its source of strength. Sacred will run away when it receives significant damage. You won't get the full reward for defeating the beast unless you completely drain its HP. Summon your two strongest GFs and plan their arrival to be nearly simultaneous. Leave the first GF unboosted. Your objective will be to bring Sacred just within range for your second and fully-boosted GF to finish the job. [20 AP] Leave Sacred's chamber, go straight, right, left, right, left, right and straight. Unhook the chain across the floodgate from the right side to fill the moat around the inner tomb. Leave the chamber, go straight, right, left, right, left, right and straight. Remove the cog from the left side of the doorway to drop the drawbridge. Leave the chamber, go straight twice, right and left twice. Enter the inner tomb and approach Sacred to engage the Brothers. Use tactics similar to those employed during the previous battle. Draw and cast protect on your party, draw magic, and cast Float on Sacred and Minotaur. Barrage them with GF attacks to win the fight. [Brothers join your party + SACRED CARD + MINOTAUR CARD + 40 AP] ITEMS Sacred Card: (see NOTES, Brothers) Minotaur Card: (see NOTES, Brothers) Timber Maniacs: Deling City Hotel (Pay 100 Gil to stay in the guestroom and you'll see it on the floor under the far corner of the middle bed.)
Continue on to Assassination
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Assassination
Enter Caraway's Mansion, talk to Rinoa, and wait for General Caraway to arrive. Follow General Caraway through Deling City to the Gateway and talk to him. Report to Caraway's Mansion. Gateway Team: Exit the Mansion. Sniper Team: Follow General Caraway to the Gateway, talk to him, and follow him to your position in front of the Presidential Residence. Gateway Team: Return to Caraway's Mansion. Rinoa: Make your way onto the roof of the Presidential Residence and talk to Edea. Gateway Team: Escape from Caraway's Mansion and make your way through the Sewer. Sniper Team: Follow Irvine through the crowd and head for the roof of the Presidential Residence. Climb onto the balcony and enter the residence. Proceed to Edea's room and defeat the Iguions attacking Rinoa. Go to the clock tower and pick up the sniper rifle. Gateway Team: Proceed through the sewer to the top floor of the Gateway. Walk around 'on standby' until 20:00 and operate the control console on Zell's mark. Sniper Team: Defeat Seifer and battle Edea. STRATEGY
Iguions: The Iguions are weak against Earth and immune to Fire. Begin by immediately drawing Carbuncle. Stock up on magic, restoring your HP as needed and drawing Esuna from the creatures to remove the Petrifying status caused by their Magma Breath attack. Finish them both in a single attack by summoning your strongest GF (Ifrit excepted). [Carbuncle joins your party + 20 AP] Seifer & Edea: Seifer is weak against Poison. Junction Bio to Elem-Atk. He uses physical attacks and can cast Fira. Edea can cast Firaga, Blizzaga and Thundaga. Your best defense will be to maximize your resistance to Fire, Ice and Thunder magic all at once by junctioning Life and/or Protect to Elem-Def. Squall will be alone during the battle with Seifer. Stock up on the magic he carries and mug him if you can. You could reduce this fight to a gunblade slugfest and still walk away with the victory or you could summon your strongest GF a few times to humiliate Seifer in a hurry. For the fight with Edea, dedicate the character with Carbuncle to summoning the GF on a full-time basis. With Reflect in place, Edea will spend most of her time casting Dispel. Use the other members of your party to stock up on magic from and mug the Sorceress. When you're ready to move on, have the party member that was busy summoning Carbuncle switch to stocking magic, one of the fully-stocked characters switch to medic detail, and the remaining person repeatedly summon GFs. [20 AP] NOTES Getting onto the roof of the Presidential Residence: Climb the boxes stacked in and around the vehicle parked outside the Residence and you'll jump onto the building. Proceed along the ledge, climb the ladder and climb onto the roof. Escaping from Caraway's Mansion: Approach the painting on the right side of the room. The woman is holding a goblet in her right hand. Take a glass from the shelves on the left side of the room and approach the statue in the upper-left corner. Place the glass in the statue's hands and take the secret passage. ITEMS Weapons Mon May: Deling City Sewer (Approach the manhole cover to the right
of the vehicle parked outside the Presidential Residence and check it. Climb down the ladder and proceed left through the Sewer until you find it lying on the ground.)
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or Zombie to ST-Atk. Begin by drawing Slow from Biggs and casting it on both your enemies and drawing Haste from him and casting it on your entire party (you may also wish to draw Protect from Wedge and cast it on your party members). Fill your stock of the magic they're carrying and mug them for items. When you're ready, beat them down with unrelenting attacks. If you wish to be extra cruel, afflict both men with Zombie, draw Regen and Haste from Biggs, and cast both on your enemies. Sit back and watch them perish without any further effort or be merciful and use revival items to put them out of their collective misery. [10 AP] NOTES Moombas: You can make your break from Galbadia D-District Prison a bit easier by befriending these odd creatures. Your first opportunity comes when a Moomba is being punished for dropping a tray. Stop the Mean Guy from beating the Moomba and it'll follow you. When you reach Floor 13 during your search for Squall, the Moomba will take you to the torture chamber and open the door. Inside, talk to it and it'll offer to make a shortcut (remove the block between the up and down staircases) on Floor 10, 11 or 12. When you return to Floor 13 during your escape, talk to the Moomba and it'll give you a Cottage. Your other opportunity occurs during the Warden's interrogation of Squall. If you respond with '...Just let me die', the Moombas will release Squall from the device and gather outside the torture chamber. When you reach Floor 13, approach the Moomba nearest the door and it'll let you into the chamber. Inside, talk to the Moombas and they'll offer to make two shortcuts for you, one on Floor 2, 3 or 4 and the other on Floor 5, 6 or 9. When you return to Floor 13 during your escape, talk to the Moomba and it'll give you a Rename Card. If you're not the type to make friends with animals, you'll have to manage without the shortcuts and items. You'll be on your own during your search for Squall and you'll find the door to the torture chamber locked. Try to force it open then defeat a series of attacking enemies and you'll find the key. Prison cells: After you defeat Biggs & Wedge and the alarms go off, many of the prison cell doors will be unlocked. During your search for Squall, consider taking advantage of what the prison has to offer. You'll find several items and prisoners willing to play cards with you for money (if you win, they'll give you a random item). Floor 1: You'll find a hidden Save Point in the left cell and COMBAT KING 001 in the right cell. Floor 2: You'll find a PET NAMETAG in the left cell and a STR UP in the right cell. Floor 3: You'll find a PET HOUSE in the right cell. Floor 4: You'll find a TENT in the left cell. Floor 5: In the right cell, you'll find a prisoner willing to play cards for 500 Gil per
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game. Floor 8: In the left cell, you'll find a Man from Garden running a Shop from inside the pokey. Floor 9: You'll find a Berserk Draw Point in the right cell. Floor 10: You'll find a Save Point in the left cell. In the right cell, you'll find a prisoner willing to play cards for 300 Gil per game. If you beat him, he'll upgrade your Battle Meter to include the CHARACTER REPORT (showing kills and KOs for each character). Floor 11: In the left cell, you'll find a prisoner willing to play cards for 200 Gil per game. You'll find a Thundaga Draw Point in the right cell. ITEMS Combat King 001: (see NOTES, Prison cells)
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STRATEGY BGH251F2: If you made it to the control room without being detected, you shouldn't need to set the self-destruct mechanism to greater than 10 minutes. If you blew your cover, consider tacking on an extra 10 minutes. The Iron Clad is a machine weak against Thunder and Water. Junction Thunder magic or Water to ST-Atk. Your biggest challenge won't be destroying the tank, rather bringing its HP to 0 before its crew loses control of it. If you fail to do so, you won't receive any AP at the end of the battle. The BGH251F2 uses very powerful physical attacks. Begin by drawing Protect and casting it on your entire party. Summon and boost Quezacotl to maximum and have the remaining members of your party use physical attacks. Carefully note the amount of damage inflicted by each attack as you'll need the information later. Cast Scan to learn the BGH251F2's current and maximum HP. The tank will explode and careen out of control when its HP fall to approximately 20% of maximum. Your goal should be to reduce the Iron Clad to just under 25%. Use Quezacotl to hack off large chunks of HP and have your other party members stock magic. When you're close to your objective, use physical attacks to fine tune the BGH251F2's HP (keeping in mind the potential for a critical hit). The tank should be within range of Quezacotl's attack. If you have significant time remaining, draw and stock magic before calling the Thunder GF. Have your other characters begin summoning their strongest GFs in preparation for the upcoming battle with the crew, taking care to ensure their arrival doesn't precede Quezacotl's. There will be little margin for error as you boost Quezacotl. One mistake will cost you your reward. When the crew bails out aflame, they'll be greeted by a hasty doom courtesy of your other two GFs. [WEAPONS MON JUN + 20 AP] NOTES * Remaining undiscovered: As long as you refrain from fighting the Maintenance Team and help the Guard, you should be able to keep your identity secret. If the temptation to do violence or run away gets the best of you and you're found
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out, you'll have to go about your remaining objectives in a slightly different order. Bypass the launcher bay and head directly to the control room. Defeat the enemies, find the launch control mechanism and set the self-destruct mechanism. Head for the exit until Selphie decides to go back. Make your way to Area M-6 and talk to the Wounded Soldier lying at the foot of the stairs to the control room. Go to the missile control panel and enter the password. Change the error ratio, upload the data and head for the front gate. ITEMS Weapons Mon Jun: (see STRATEGY, BGH251F2)
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magic to Elem-Atk and Sleep to ST-Atk. This battle won't be very difficult. The Oilboyles have an attack called Oil Shot that can cause Darkness but they'll have few if any chances to use it. Begin by putting both Oilboyles to sleep. Stock up on magic while they blissfully snore. When you've filled your stock, summon Ifrit to burn them extra-tasty crispy. While you wait for the GF, use the other members of your party to mug the slick slugs if you wish. [20 AP] NORG: Balamb Garden's Master is weak against Wind. Junction Wind magic to Elem-Atk. NORG can use a variety of both elemental and status magic. Strengthen your resistance by junctioning Life and Shell to Elem-Def and Reflect and Esuna to ST-Def. At the beginning of the battle, NORG will attack you from inside the NORG Pod. You'll have to breach its hull before you can attack him. The Pod gets its magic power from its two Orbs. The color of each Orb shifts from blue to yellow to red at it readies itself to cast magic. Physical attacks will counteract the charging process. Dedicate one member of your party exclusively to attacking (preferably mugging) the Orbs and keeping them blue. This should render NORG harmless as you stock up on magic from all three Pod parts. When your stockers have finished, summon Carbuncle to endow your party members with Reflect in preparation for your imminent tussle with NORG. Have the other members of your party summon their strongest GFs (excepting Quezacotl as the Pod is strong against Thunder). Once NORG is exposed, quickly reassign your characters. Have your ex-stockers split their attention between drawing magic from NORG and assuming Pod vigil duty while the former attacker starts stocking magic from NORG and the Orbs. Draw Leviathan from NORG as soon as possible. If you don't, NORG could quite literally magic himself to death with attacks reflected off your party before you get the chance. Have the other take over vigil duty. When you're ready to stick it to the bloated Shumi, summon your strongest GFs to put him in his place. [Leviathan joins your party + 20 AP] NOTES Declaring your allegiance: Maintain your loyalty to Cid and you'll be wellrewarded. Your first chance to assert yourself will occur when a Garden Faculty member stops you on your way to the Hall. Refuse to swear allegiance to Master NORG and you'll be attacked. Defeat the monsters and you'll find a SeeD candidate lying near the Reception booth in the Hall. Talk to him and he'll give you a MEGA-POTION. Your devotion will continue to be challenged as you search for the Headmaster. Confront the NORG loyalists and defeat their minions to receive assistance from the Cid supporters under attack in each area of the first floor. [Infirmary: ELIXIR/Quad: X-POTION/ Cafeteria: GYSAHL GREENS/Parking Lot: TENT/Training Center: REMEDY/Library: MEGA PHOENIX (if Zell is in your party) or REMEDY (if not)]
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Navigating the MD Level: After you climb down the ladder in the elevator shaft open the hatch at the opposite end of the corridor, proceed until you reach a ladder, climb down, and go through the door on the opposite side of the chamber. Open the valve, return to the previous chamber, climb down the ladder, proceed to the far end of the walkway, and climb up the ladder. Examine the control panel on the right side of the room, climb back down the ladder, open the gate with the flashing green light, and climb down the ladder. Throw the lever, proceed along the walkway, defeat the Oilboyles, head for the ladder in the distance, climb down, and proceed to the control system.
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Fishermans Horizon
Report to the Headmaster's Office. Leave Balamb Garden via the Deck and locate the Mayor's Residence in the middle of the city. Go upstairs and speak with Mayor Dobe. Head for the Residential Area outside the Station Yard and approach the confrontation between the soldier and the Mayor. Defeat the Galbadian Soldiers, destroy the BGH251F2, and return to Balamb Garden. Go to the Quad, find Selphie near the stage, and talk to her. Assign instruments to Zell, Irvine, Selphie and Quistis. Leave your dorm room and talk to Rinoa. Talk to Irvine and head for the Festival Grounds outside the Mayor's Residence. After the concert begins go right and examine the magazine on the ground. STRATEGY BGH251F2: Use the skirmish with the Galbadian Soldiers to top up your HP and supply of the various types of magic they carry. The BGH251F2 is a machine weak against Thunder and Water. Junction Thunder magic or Water to Elem-Atk. Your tactics for this battle should be very similar to those you used during your last encounter with the Iron Clad. The tank was
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severely damaged by the battle and subsequent explosion at the Galbadia Missile Base, rendering its attacks limp at best. Try to steal an Adamantine before you destroy it with your strongest GF attacks. [20 AP] NOTES Master Fisherman: You'll be crossing an enormous crane as you head into Fishermans Horizon. Immediately after you step off it be on the lookout for a ladder leading to a lower level. If you climb down and proceed left through the Factory you'll find the Master Fisherman sitting on the end of another crane. Talk to him and he'll give you OCCULT FAN III. Talk to him again and he'll ask you to go the docks and talk to his pupil. Find the Fisherkid casting from a boat near the FH Junk Shop and talk to him. Tell him you 'sort of' like fishing and he'll demonstrate his inaptitude for angling. Talk to him again, tell him you've seen his master, and say you were 'sort of...impressed.' Talk to him a third time and he'll nearly strangle the Shopkeeper with a bungled cast. Return to the docks after you destroy the BGH251F2 and talk to the Fisherkid one more time. He'll cast properly at last and ask you to tell his master. Return to the Factory and talk to the Master Fisherman. He'll ask you to meet him at the inn. Head for the FH Hotel and go upstairs to the guestroom. After he finishes his story keep him company a bit longer, follow him to the FH Junk Shop, and talk to the Shopkeeper. Talk to the Master Fisherman and he'll give you a MEGALIXIR. Grease Monkey: After you destroy the BGH251F2, stop by the residence on the right side of the tracks in the Residential Area. Talk to Grease Monkey and he'll express his admiration for your battle prowess. Grab the issue of TIMBER MANIACS lying on the floor. After you meet up with Irvine on your way back to the Garden, return to Grease Monkey's residence and you'll walk in on a Galbadian Soldier hounding Grease Monkey to fix the demolished BGH251F2. Approach the soldier and step outside. When you go back in, you'll discover the soldier has chickened out. Talk to the Grease Monkey and he'll give you a MEGA PHOENIX. ITEMS Occult Fan III: FH Factory (see NOTES, Master Fisherman) Quezacotl Card: Mayor Dobe (sitting upstairs in the FH Mayor's Residence) Timber Maniacs (2): FH Residence [Grease Monkey] (see NOTES, Grease Monkey) and FH Hotel (see NOTES, Master Fisherman)
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Occupied Balamb
Report to the bridge in the Headmaster's Office, talk to Nida, and tell him you're ready to go. Pilot the Garden to Balamb (north of Fishermans Horizon), disembark, and enter the town. Talk to the Galbadian Soldier standing near the gas station and walk around nearby until he questions you. Go to The Dincht's and enter the room on the right. Head for the Hotel, talk to the Galbadian Soldiers standing outside, and find the Captain. Return to the Hotel, defeat Raijin and two G-Soldiers outside, and defeat Fujin & Raijin inside. STRATEGY Fujin & Raijin: Both are weak against Poison and vulnerable to Sleep. Junction Bio to Elem-Atk and Sleep to ST-Atk. In the first part of this battle, Raijin will attack you with two G-Soldiers in support. Begin by putting Raijin to sleep. Eliminate one of the G-Soldiers and consider putting the other to sleep, sparing him in case you need to draw curative magic to restore your HP. Consider drawing Protect from Raijin and casting it on your entire party as a precautionary measure against any attacks should Raijin unexpectedly wake up. Summon your strongest GFs (excepting Quezacotl as Raijin absorbs Thunder) and you should be able to win without waking anyone
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up. The second phase of this battle moves inside the Hotel, where Raijin is joined by his Wondertwin buddy Fujin. Begin by afflicting both with Sleep. Immediately draw Pandemona from Fujin. Draw from Raijin and cast Reflect on your party. Stock up on magic and mug them both before you send in your GFs to win the fight. [Pandemona joins your party + COMBAT KING 002 + 20 AP] NOTES: Finding the Captain: The soldiers outside the Hotel will tell you the Captain is currently on patrol. Head for the docks at the end of the Harbor and talk to the crouching soldier. He'll tell you he's looking for a scent for the dog to go by. Talk to the soldier with the dog and he'll tell you the Captain was just fishing there and was eager to eat his catch. Go to the only kitchen in town, at The Dincht's. Talk to Ma Dincht and she'll tell you the whole room smells of fish. Return to the end of the Harbor and give the scent to the dog. Follow the dog to the Station Yard and the Captain will run out of the train. Big Bad Rascal: Before you confront Fujin and Raijin, go to the Residence neighboring The Dincht's and talk to the Hotel Owner's daughter. During one of your visits to The Dincht's, talk to Big Bad Rascal twice and he'll go next door to check on her. Return to the Hotel Owner's Residence during your search for the Captain and talk to Big Bad Rascal. Follow him to the gate and distract the soldier while Big Bad Rascal talks to the Hotel Owner. Meet Big Bad Rascal outside the Hotel Owner's Residence and talk to him. Talk to him again and he'll offer to create a diversion at the gate if you want to sneak out of town. ITEMS Combat King 002: Hotel (Defeat Fujin and Raijin.) Pandemona Card: Residence [Hotel Owner] (If you help Big Bad Rascal at the gate and return to the Hotel Owner's Residence, you can win this card from the Hotel Owner's daughter.) OPTIONAL QUESTS: Dollet, Deling City, Timber, Winhill Village, Shumi Village, Chocobo Forests, Centra Ruins
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Trabia Garden
Pilot the Garden to Trabia (northeast of Balamb), disembark, and go to Trabia Garden. Follow Selphie over the wall, locate the basketball court, and attempt to leave the area. Follow everyone to the beach and approach the group. Follow Irvine into the next room. Talk to Irvine, then Quistis, then Selphie. Approach Rinoa. ITEMS Weapons Mon Aug: Front Gate (Examine the ground '5 steps south of the gargoyle statue.')Selphie Card: Selphie's Friend (You'll find her sitting under the gargoyle statue at the Front Gate. Return to Trabia Garden after your initial visit and challenge her to a game of cards.) Timber Maniacs: Cemetery (on the ground left of the center-most headstones) OPTIONAL QUESTS: Dollet, Deling City, Timber, Winhill Village, Shumi Village, Chocobo Forests, Centra Ruins
around for another option. Examine it again and press the button. Defeat the Paratrooper and head for the Back Entrance to Galbadia Garden. Obtain the three Card Keys, take the second floor elevator to the Master Room, and approach Seifer and Edea. Defeat Seifer, head for the Auditorium, and approach the stage. Defeat Seifer & Edea. STRATEGY Seifer: Seifer is weak against Poison and vulnerable to Drain. Junction Bio to ElemAtk and Drain to ST-Atk. Seifer uses physical attacks and Fire-based magic. Junction Fire magic to Elem-Def. Begin by drawing Haste from Seifer and casting it on your party. Draw from his stock of magic, healing members of your party as needed. Mug him if you wish and finish him off with strong GFs or physical attacks. [20 AP] Seifer & Edea: Prepare for your fight with Seifer as you did in the previous battle. Edea is vulnerable to Sleep. Junction Sleep to ST-Atk. The Sorceress can cast Death. Junction Death to ST-Def. Seifer's power has increased but his HP are lower. Deal with him as before and keep a close watch over his HP. Before you deliver the final blow, allow everyone's ATB gauge to fill up. Decide which character will use a GF attack and dedicate the other two to preparing for the ensuing battle with Edea. Use the time during the GF's attack to cast Sleep with both remaining members of your party. You'll have good chance of forcing a killer catnap on Edea before she even registers Seifer's defeat. Draw Alexander and summon Carbuncle immediately. Should she wake, she'll want to use magic. If your party has Reflect, she'll spend her time casting Dispel on your party or Reflect on herself (allowing her to attack you by bouncing magic off herself). Cut her off by re-casting Sleep and undoing her mischief. Stock up on magic as the Sorceress slumbers. When you're ready, assault her with strong attack magic and GFs. [Alexander joins your party + 50 AP] NOTES Finding the three Card Keys: After you enter Galbadia Garden, take the hallway on the right and head for the stairs on the right. Go to the second floor, head left, and enter the dorm room on the right. Talk to the Male Student and he'll give you Card Key 1. Return to the hallway near the Back Entrance and take the left hallway. Unlock the door on the left and enter the Gymnasium. Head for the far side of the hockey rink, take the door on the right, and enter the classroom on the right. Talk to the Male Student and he'll give you Card Key 2. Exit the classroom, unlock the door (implied) at the near end of the hallway, enter the next hallway,
and proceed to the hallway near the Back Entrance. Take the hallway on the right and head for the stairs on the right. Go to the third floor, unlock the door at the top of the stairs and enter the Stand. Go to the bottom of the steps and you'll jump down to the Athletic Track. Head left, proceed to the Hall, take the lower-left hallway, and enter the left classroom. Talk to the Female Student and she'll give you Card Key 3. Return to the Hall, take the upper-left hallway, and go up the stairs to the second floor. Head left to the Elevator Hall and unlock the elevator. Cerberus: Cerberus stands basking in a beam of light in the center of the lower level of G-Garden Hall. It's vulnerable to Drain. Junction Drain to ST-Atk. Cerberus can use a variety of both elemental and status magic. Fortify yourself by junctioning Life and Shell to Elem-Def and Reflect and Esuna to STDef. Approach the beast to engage it in battle. Cerberus' primary threat is its tendency to cast Triple on itself. Begin by stocking the magic carried by this hellhound. Never commit any more than two party members at a time to this activity. Always leave the third member of your party with a full ATB gauge in case Cerberus casts Triple. As soon as it does, use your character-in-waiting to cast Dispel. When you're ready to initiate your attack, mug Cerberus and summon your strongest GFs (excepting Quezacotl and Pandemona), again never committing your entire party to the attack at the same time. [Cerberus joins your party + CERBERUS CARD + 30 AP] ITEMS Cerberus Card: (see NOTES, Cerberus) OPTIONAL QUESTS: Dollet, Deling City, Timber, Winhill Village, Shumi Village, Chocobo Forests, Centra Ruins
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Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
up on magic. When you're finished, attack with Ice magic, Shiva and Alexander. Use a Sleepjunctioned attack whenever the dragon wakes up. [14 AP] ITEMS Weapons Mon Jul: B-Garden Training Center (Take the left paddock gate and head left. You'll see it on the ground on the far side of the second log.) Edea Card: Edea (in the Backyard at her house) Shiva Card: Zone (Talk to him at the helm of the White SeeD Ship and give him your copy of The Girl Next Door for free. In thanks, he'll give you a RENAME CARD and the SHIVA CARD.) Timber Maniacs (2): Edea's House (in the Bedroom on the floor in the near-right corner) and White SeeD Ship (on the floor on the left side of the ship's helm) OPTIONAL QUESTS: Dollet, Deling City, Timber, Winhill Village, Shumi Village, Chocobo Forests, Centra Ruins, CC Group, Balamb
Continue on to Esthar
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Esthar
Pilot the Garden to Fishermans Horizon OR go to the recovery room in the Infirmary. Carry Rinoa into FH and talk to her after you set her down on the tracks. Talk to Edea and follow everyone out of Seaside Station. Locate Great Salt Lake (east of the station), make your way toward the far side, and defeat Abadon. Head right and examine the middle of the flickering image. Climb the ladder, proceed to the opposite end of the walkway, and open the door. Once the elevator stops, take the far corridor. Approach the Security Guard in the nearright corner then approach the Security Guard standing in the far-left doorway. Talk to the Moomba, talk to the other prisoner, and talk to the Moomba again. Defeat the attacking enemies, take the elevator up, and exit the Laboratory. Return to the lower level, approach Doc Odine, and defeat the attacking enemies. Follow Doc Odine out of the lab, defeat the Esthar Soldiers inside Odine's Laboratory, and sit on the lifter. Open the door, enter the Lab, and defeat the Esthar Soldiers. Examine the control panel on the right side of the room, return to the first floor Lobby, and enter the far room. Locate Lunar Gate (east of Esthar City),
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enter the building, and follow the woman into Deep Freeze. Follow the Lunar Gate Staff to the opposite side of the room and board the capsule. Follow Angelo outside and head for Esthar City. STRATEGY Abadon: Abadon is an undead monster weak against Fire. Junction Fire magic to Elem-Atk. It has two forms. In its compact form, it uses physical attacks. In its fully upright form, it uses status attacks. Junction Confuse to ST-Def. Begin by stocking up on magic and mugging Abadon. When you're done, attack it using items and/or commands with strong curative or reviving attributes. [40 AP] NOTES Solomon Ring: Locate Tears' Point (south of Lunar Gate) at some point before you return to Esthar after visiting Lunar Gate. Head for the center and you'll find the SOLOMON RING lying on the ground at the foot of the enormous sculpture. This is the legendary ring referred to in Occult Fan III. The magazine's report will give you a clue about how to use the ring. Instead of the rumored 666 items, you'll need six each of three different items: 6 Remedy +, 6 Steel Pipes and 6 Malboro Tentacles. When you have the necessary items, use the ring to acquire the GF Doomtrain. [DOOMTRAIN joins your party] ITEMS Solomon Ring: Tears' Point (see NOTES, Solomon Ring) Weapons Mon 1st: Lunatic Pandora Laboratory (When you Occult Fan IV: Esthar Presidential Palace Hall (Before you go to Lunar Gate, find the Presidential Aide standing near the Airstation and talk to him. Return to the Presidential Palace, find the Presidential Secretary standing outside the room where you left Rinoa, and talk to him. When he moves, examine the stack of magazines and you'll find it.) Pet Pals Vol.5/Vol.6: Esthar Pet Shop [Rinrin's Store] Combat King 004: Esthar City (Before you go to Lunar Gate, talk to the Esthar Soldier standing on the skyway left of the center of the city. When you return to
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Esthar City during LUNATIC PANDORA, talk to the soldier again and he'll give it to you.) Ward Card: Doc Odine (in the Presidential Palace Hall when you first arrive in Esthar) OPTIONAL QUESTS: Dollet, Deling City, Timber, Winhill Village, Shumi Village, Chocobo Forests, Centra Ruins, CC Group, Balamb
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Lunatic Pandora
Go to Odine's Laboratory, talk to the Research Assistant, and ask to see the doctor. Enter the building, proceed to the Lab, and talk to Doc Odine. Rendezvous with Lunatic Pandora at one of the contact points and defeat the enemies guarding the entrance. Make your way through Lunatic Pandora and find the Mobile Type 8. NOTES Boarding Lunatic Pandora: To reach the first contact point, exit Odine's Laboratory and proceed to the intersection. Go right, proceed to the next intersection, take the skyway on the far side of the lifter, go up the steps, and head left. If you don't succeed, head for the second contact point. Go right, down the steps, and take the far end of the skyway. This is the correct area but the contact point is at the right-most end of the lower skyway. Take the far end of the skyway, take the far-right skyway, and go left. If you're unsuccessful again, head for the third contact point. Go right and take the near end of the skyway. It's to your advantage to board Lunatic Pandora as early as possible as the difficulty of the battle at the entrance increases at each contact point (though none of them are terribly difficult). More importantly, the contact point at which you board Lunatic
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Pandora determines the area you'll be in when you first get inside and the areas you'll be able to explore without encountering the Mobile Type 8. Finding the Mobile Type 8: If you board Lunatic Pandora at the first contact point, you'll begin on a flight of stairs. Proceed to the hall and take Elevator 03. Head for the bottom of the steps in the near-right corner and climb down the ladder. If you tampered with the Centra Excavation Site as Laguna (see GALBADIA GARDEN), you'll finally be able to claim your reward. If you found the Old Keys examine the room to the right of the ladder and you'll find a LuvLuv G. If you used the detonator to move the boulders you'll be able to proceed left until you reach the area with the 3 hatches. If you opened all of the hatches you'll be able to examine each room and find (right to left) a Power Generator, a Silence Draw Point and a Phoenix Pinion. Continue left and you'll see Combat King 005 lying on the ground. If you found the Old Keys you'll be able to enter the far room and draw Ultima. Return to the hall and take Elevator 01. If you pushed the boulder out of the way you'll be able to examine the opening on the left side of the path and find a Spd-J Scroll. Proceed along the path and you'll pass a Save Point. Take the far path and you'll find the Mobile Type 8. If you board Lunatic Pandora at the second contact point you'll begin at the end of a long corridor. Proceed along the corridor and you'll end up near the steps outside Elevator 03. You'll be able to access everything in the area beyond the foot of the steps, but as soon as you reach the hall you'll encounter the Mobile Type 8 before you can draw Curaga, Meteor and Holy, claim the Spd-J Scroll, and use the Save Point. If you board Lunatic Pandora at the third contact point, you'll begin at the end of a different corridor. Proceed along the corridor and you'll end up in the area with the Save Point. You'll be able to get the Spd-J Scroll if you take the near path, but you'll run into the Mobile Type 8 if you take the far path or proceed to the hall. Don't worry, no matter where you board Lunatic Pandora you'll get a second chance to find everything a bit later in the game. ITEMS Combat King 005: Lunatic Pandora (see NOTES, Finding the Mobile Type 8)
Continue on to Rinoa
Rinoa
Talk to the person standing near the door and pick up Rinoa. Follow Piet to the Medical Room and carry Rinoa into the far room. Follow Piet to the Control Room and examine the monitor in the far-right corner. Go to the Residential Zone on the second floor, talk to Ellone, and head for the passageway outside the Medical Room. Follow Rinoa to the Control Room, talk to her, and examine the monitor in the far-right corner again. Go to the Locker Room on the second floor and approach the airlock. Open the compartment second from the right, put on the space suit, and follow Rinoa into the Dock. Return to the airlock, head for the Control Room, and talk to Piet. Talk to Ellone and follow her into the Escape Pod. Talk to her again and enter the empty chamber. After Ellone collapses, talk to her and rescue Rinoa. Once you're inside the Ragnarok, approach the control panel on the left side of the Air Room and pass through the far door. Eliminate the Propagators and head for the Cockpit. Board the Ragnarok, go to the passenger area, and head for the Cockpit. Pilot the Ragnarok to Esthar
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and go to the Sorceress Memorial (southwest of Lunar Gate). Go up the steps, approach the Sentry, and enter the building. Approach the engineers, go left, and approach Rinoa. Leave the Sorceress Memorial, pilot the Ragnarok to southwestern Centra, and go to Edea's House. Follow Angelo to the Flower Field and talk to him. Talk to Rinoa, leave Edea's house, and board the Ragnarok. NOTES Eliminating the Propagators: If you examine the terminal in the passenger area of the ship, you'll find a report left by the Ragnarok's former crew. You'll discover you must defeat the Propagators systematically or they'll be able to revive each other. After reading the complicated explanation, Rinoa will summarize the report by suggesting you 'kill them in pairs that have the same colors.' The order in which you defeat the coupled creatures is unimportant. ITEMS Alexander Card: Piet (Challenge him at the Lunar Base before you evacuate. If you miss this opportunity, you'll be able to find him at the Lunar Base Escape Pod crash site near the southern tip of the eastern peninsula of Abadan Plains in Esthar. It won't be visible from the World Map so you'll have to search the area to locate it.) Laguna Card: Ellone (Challenge her at the Lunar Base before you evacuate.) OPTIONAL QUESTS: Dollet, Deling City, Timber, Winhill Village, Shumi Village, Chocobo Forests, Centra Ruins, CC Group, Balamb, Obel Lake, UFO?, Queen of Cards, Cactuar Island, Deep Sea Research Center
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Time Compression
Pilot the Ragnarok to Esthar City and go to the Presidential Palace. Head for the Office and approach the President's desk. Talk to the President and ask him to explain the mission. After the briefing accept the mission and pilot the Ragnarok to Lunatic Pandora at Tears' Point. Once inside disembark and head for the steps. Defeat Fujin and Raijin and pursue them into the interior of Lunatic Pandora. Go to the hall of elevators, take Elevator 01, proceed past the Save Point, and take the far corridor. Defeat Mobile Type 8 and follow Fujin and Raijin into next room. Defeat Seifer and follow him out of the room. Climb the structure on the right, head right, and enter Adel's Tomb. Defeat Adel without killing Rinoa. STRATEGY Fujin & Raijin: Both are weak against Poison and vulnerable to Sleep. Junction Bio to ElemAtk and Sleep to ST-Atk. Fortify yourself against Fujin's magic attacks by junctioning Tornado to Elem-Def and Pain and Slow to ST-Def. Begin by afflicting Fujin and Raijin with Sleep. Though you'll be able to stock up on magic in relative peace consider drawing Protect from Raijin and casting it on your entire party in case your enemies rouse themselves and attack you before you can put them back to sleep. When you're finished, attack them with magic and/
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or GFs to win the battle without even waking them up. [20 AP] Mobile Type 8: Mobile Type 8 is a machine weak against Thunder. Junction Thundaga to Elem-Atk. It employs a range of physical attacks but its most devastating weapon is called Corona, which reduces the HP of all party members to 1. To make matters worse it'll follow up with its powerful Medigo Flame. Be prepared to restore your entire party at once by designating a medic and casting Triple on that character at the start of the battle (unless you intend to rely on Quistis' White Wind Limit Break or gamble on getting Selphie's Full-cure in time). It also has a counterattack that varies depending on which of its two attack modes is armed. When Mobile weaponry attack mode is ON it responds with Twin Homing Laser whenever you target its main torso. During this phase you should focus on stocking magic from and mugging the Left and Right Probes. When Support weaponry attack mode is ON and Mobile Type 8's three components disengage it fires a single Homing Laser each time you strike one of the Probes. During this phase turn your attention to the main torso but beware as it's preparing to use the Corona and Medigo Flame combination. If you're ready to end the fight and all your ATB gauges are full when your HP hit 1 skip to your medic and initiate the healing process. If you act quickly you should be able to activate the other characters' Limit Breaks before they recover and inflict mortal damage to Mobile Type 8. [40 AP] Seifer: Seifer is weak against Poison and vulnerable to Drain. Junction Bio to Elem-Atk and Drain to ST-Atk. Begin by stocking as much Aura as possible. This will be your best opportunity to get it and you'll have a limited amount of time if Seifer gutted Odin at the start of the battle as Gilgamesh* will arrive shortly. Seifer is faster and more deadly with his gunblade but you should be relatively safe as long as you keep your HP up in readiness for his special attack, Bloodfest. When your magic stock is full you may wish to mug Seifer before drawing and casting Aura on your party and punishing him with Limit Breaks. [40 AP] Adel: Adel uses strong attack magic (junction Quake and/or Holy to Elem-Def) but the greatest challenge presented by this battle will be injuring Adel without harming Rinoa. You'll want to limit your attacks to those that target a single enemy. Further complicating your task will be Adel's regular habit of casting Drain on Rinoa. Begin by drawing Regen from Rinoa and casting it on her to counteract Adel's appetite for HP. Draw and cast Regen on your entire party to compensate for any damage you'll receive while you stock magic and mug Adel for a Samantha Soul. If you feel it's worth the risk you can steal a number of Megalixirs from Rinoa. Just make sure you keep her healthy during your attempts and restore her HP after you've finished. When your harvest is
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complete, focus your attention on attacking Adel. NOTES Gilgamesh: If you acquired Odin prior to your confrontation with Seifer, the legendary GF will make an appearance at the beginning of the battle. Seifer won't be done in so easily and will strike him down in the midst of his charge. Odin's orphaned sword, Zantetsuken, will sail off and into an unknown waiting hand. Before long the stranger will arrive, interrupting the battle to deliver a crushing blow to Seifer. From this point forward Gilgamesh will fill the void left by Odin's unfortunate demise, randomly appearing at any time during any battle to assist you. ITEMS Squall Card: Laguna (Challenge him either in his office at the Presidential Palace or in the passenger area on board the Ragnarok before you infiltrate Lunatic Pandora.) OPTIONAL QUESTS: Dollet, Deling City, Timber, Winhill Village, Shumi Village, Chocobo Forests, Centra Ruins, CC Group, Balamb, Obel Lake, UFO?, Queen of Cards, Cactuar Island, Deep Sea Research Center
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
The Future
Touch the Save Point, take the far doors, and defeat the nameless "Sorceress". Head for the backyard and make your way through the Wilderness to Ultimecia Castle. STRATEGY "Sorceress": During this battle you'll be attacked by a long series of Sorceresses. All but the last will be vulnerable to Death. Junction Death to ST-Atk (only on characters junctioned with the Mug ability if you intend to steal from the Sorceresses). Immediately cast Sleep on the first Sorceress and begin topping up your supply of the magic she carries. Before long another Sorceress of the same type will appear. Dispatch her promptly and do the same for each Sorceress of this sort as she arrives. Eventually a new type of Sorceress will join the battle. Put her to sleep and return to stocking magic. When you've finished with both snoozing sisters cut them down and continue the death spree until you reach the final showdown. This last type of Sorceress uses strong attacks targeting the entire party and will respond to every affront (including Draw) with a very strong counterattack. Be prepared by keeping your party's HP relatively high. Begin by stocking the powerful magic she carries. Unfortunately she won't succumb to Sleep so plan
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on taking frequent breaks to heal your party. At some point she'll begin preparing to cast Ultima. During the countdown you'll enjoy a period free from counterattacks. Check your HP and use this time to complete the task of stocking or dish out as much damage as possible. [55 AP] NOTES Portals: As you climb the chain to Ultimecia Castle you'll pass an area with three stone portals off to the left. Each doorway leads to a different part of the world. The near portal will take you to Wilburn Hill in western Galbadia, the middle portal will take you to Serengetti Plains in eastern Centra, and the far portal will take you to a beach on the southeastern edge of Grandidi Forest in Esthar. Face one of the portals and press [X] to leap across the chasm. Before you head for the castle consider taking this last opportunity to explore the world and level up (e.g. on the Island Closest to Hell), gain AP (e.g. on Cactuar Island), track down the items you need to upgrade your weapons, flesh out your magic stock, and complete some of the optional quests you may have passed on earlier. You'll be blocked from entering cities and towns sealed by an impenetrable barrier but you'll still have access to certain locations. Ragnarok: The good news is your trusty ship still exists in the future, which will make your travels there much more convenient. The bad news is you must make quite a pilgrimage to retrieve it. Begin by taking the middle portal outside the castle. Head for Nectar Peninsula to the north, traveling along the eastern coast, and enter the Chocobo Forest on the other side of the mountains. Ride a Chocobo south to the beach southwest of Centra Ruins and west across the shallows to reach the beach on the north coast of Centra's southern island. Head east through Lenown Plains and Lolestern Plains to the Talle Mountains in Esthar. Head northeast through the narrow gap in the mountain range and proceed to Kashkabald Desert. Head northwest across the dunes and you'll find it parked near the coast. Enter the portal nearby to return to the castle and establish a permanent link to this location. If you completed the CC Group Quest you'll find the group's members eager for a game of cards in various parts of the ship. Queen of Cards: Somehow she made it through the time compression. You'll find her standing at the Lunar Base Escape Pod crash site near the southern tip of the eastern peninsula of Abadan Plains in Esthar (as it's not visible from the
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World Map you must comb the area to find it). She'll play with whatever rules she desires and will be an incredibly formidable opponent but you'll want to challenge her if you're determined to obtain every card in the game. OPTIONAL QUESTS: Chocobo Forests, Centra Ruins, Obel Lake, UFO?, Cactuar Island, Deep Sea Research Center
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Ultimecia Castle
Once you've reached the castle, the only things you're required to do are locate the Master Room and defeat Ultimecia. However, as soon as you enter you'll discover the majority of your powers have been sealed and will remain so whilst you're within the castle walls until you challenge and defeat Ultimecia's servants. Where you go, what you do, and in what order are completely up to you. For each of Ultimecia's pets, you'll find an explanation of the steps you must take to challenge it and a strategy for defeating it. It would be unwise to face Ultimecia without releasing at least a few of your powers. Release all of them and capitalize on your opportunity to draw powerful magic and obtain rare items and you'll greatly increase your chances of victory. Recommended course of action: Challenge Sphinx in the front Hall and release the seal on Magic. Head for the Wine Cellar, challenge Tri-Point, and release the seal on Limit Break. Return to the front Hall and switch to your
support party. Depress the lever on the lower level of the Grand Hall and switch back to your primary party. Challenge Krysta on the Terrace and release the seal on Draw. Head for the Art Gallery, challenge Trauma, and release the seal on GF. Take the far doors and switch to your support party. Find the Treasure Vault Key in the Courtyard, pick up the Armory Key on the bridge at the top of the Chapel steps, go to the Elevator Hall, and switch back to your primary party. Challenge Red Giant in the Prison Cell, release the seal on Item, challenge Gargantua in the Armory, release the seal on Save, head for the Elevator Hall, and switch to your support party. Pick up the Floodgate Key in the Storage Room, return to the Elevator Hall, and switch back to your primary party. Head for the Treasure Room, challenge Catoblepas, and release the seal on Resurrection. Go to the Courtyard and switch to your support party. Close the floodgate, head for the Stairway Hall between the Art Gallery and the front Hall, and switch back to your primary party. Go to the Chapel, play the organ to lower the Waterway gate, and pick up the Rosetta Stone. (Omega Weapon: Head for the lowest level of the Clock Tower and Save. Go to the Courtyard and switch to your support party. Ring the bell and switch back to your primary party. Challenge Omega Weapon in the Chapel.) Climb the Clock Tower, challenge Tiamat, and release the seal on Command Ability. Head for the promenade outside the Master Room and Save. Proceed to the Master Room and confront Ultimecia. Sphinx Tri-Point Krysta Trauma Red Giant Gargantua Catoblepas Tiamat Rosetta Stone Omega Weapon Ultimecia SPHINX Sphinx stands proud, greeting you from atop the staircase in the front Hall as you enter the castle. Climb the stairs to challenge it. [Preparation] Both of Sphinx's forms are weak against Holy (as are the creatures Sphinxara can summon). Junction Holy to Elem-Atk. Sphinxaur can attack with Fire, Ice and Thunder. Junction Firaga, Blizzaga and/or Thundaga to Elem-Def. [Battle] Sphinxaur and Sphinxara have an embarrassing 10,000 HP each regardless of Level. Attack immediately and without relent and you'll swiftly topple the beast. Sphinxara will pose a fleeting threat as it may afflict members of your party
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with status effects while you're temporarily unable to remove them. Don't panic should this happen. Once Sphinxara has collapsed, release the seal on one of several means to cure yourself or take a brief repose outside the castle where your powers are unaffected by Ultimecia's servants. [30 AP] TRI-POINT Tri-Point patrols the Wine Cellar, safeguarding Ultimecia's stash of Cabernet and Pinot Noir. The hatch leading to the cellar is located in the Grand Hall (beyond the doors left of the foot of the staircase in the front Hall and through the doors at the opposite end of the passageway). Unfortunately, the demand for red wine in the castle has been non-existent for so long the hatch is rusted and can't be opened. Head for the upper level of the front Hall and take the doors on the far side of Sphinx's post. Load your entire party onto the Grand Hall's great chandelier and the whole thing will come crashing to the floor below. Open the now-broken hatch and proceed down the stairs to challenge Tri-Point. [Preparation] Tri-Point has an extreme elemental weakness that alternates between Fire and Ice. Junction Firaga and Blizzaga to Elem-Atk on the two strongest members of your party and either on the third. Tri-Point also has a strong Thunder-based counterattack called Mega Spark. Junction Thundaga to Elem-Def to absorb the damage. [Battle] Tri-Point has a devastating physical attack called Onrush. Be prepared by keeping your party's HP at full strength (although this battle probably won't last long enough for Tri-Point to use it). Begin by attacking with two characters of opposing Elem-Atk junctions. An attack that fails to prompt a counterattack indicates Tri-Point's elemental weakness (if you've released the Magic ability you may consider casting Scan to assess Tri-Point's vulnerability but you'll most likely find it a waste of your time). Each time Tri-Point receives such a hit, its weakness will switch to the other element. Continue to exploit this knowledge until Tri-Point falls. [ROCKET ENGINE + 30 AP] KRYSTA Krysta awaits you on the Terrace, located beyond the doors on the far side of the upper level of the Grand Hall. This means finding a way to negotiate the
hazardous chandelier. Send your support party to the lower level of the Grand Hall either via the passageway beyond the doors left of the foot of the staircase in the front Hall or by taking a quick thrillride on the light fixture itself. Stand in the Party Switch Point on the right side of the room to depress the lever and switch back to your primary party. Head for the upper level of the Grand Hall, cross the chandelier sans plunge, and challenge Krysta on the other side of the doors. [Preparation] Release the seal on GF (optional: Item, Magic or Command Ability). Krysta has a very high Magic stat and when defeated will cast Ultima as a departing gesture. Don't engage it without the means to recover HP during battle unless your entire party is at or near full strength. Krysta is a flying monster immune to Ice. Junction any element other than Ice and Earth to Elem-Atk. [Battle] Krysta's primary threat is its strong non-elemental counterattack. Your goal should be to minimize the number of attacks and maximize their damage. Krysta has a very high resistance to physical attacks. Assaulting it in such a way would elicit numerous counterattacks. Its resistance to Magic is quite low but it would still take several attacks to defeat the creature. The only option that avoids counterattack altogether is summoning GFs. Begin by summoning Doomtrain to cripple Krysta's defenses. Follow up with a barrage of strong GF attacks (excepting Shiva and Brothers) and your semi-precious foe should have few if any chances to harm you. [ELEM GUARD + 30 AP] TRAUMA Trauma is the curator of Ultimecia's extensive art collection. To reach the Art Gallery from the front Hall, climb the stairs, head right, take the doors in the near-right corner, go down the stairs, and pass through the doors on the far side of the Party Switch Point. You'll find numerous paintings adorning the walls but no sign of Trauma. Since you bothered to come all this way, you might as well take in a few of the exquisite works. Examine the large canvas hanging on the left side of the lower level and you'll discover the title is too faint to read. By this time you may have the sneaking suspicion solving this mystery will be the key to finding Trauma. Begin by examining all the paintings, paying particular attention to their titles. On the lower level, you'll find to the left of the staircase from left to right IGNUS, INANDANTIA and IUDICIUM and to the right of the staircase INTERVIGILIUM. On the upper level in the area at the top of the stairs, you'll find from left to right VENUS, VIATOR and VIGIL. Go left from this area and you'll find from left to right INAUDAX, XYSTUS, XERAMPELINAE and XIPHIAS or go right and you'll find VIVIDARIUM. After admiring this last piece, take a moment to glance over the railing and study the clock face hewn into the floor below. The time itself is meaningless but the straightforward numbers indicated by the hands provide a critical clue. Each number represents a set of letters found in the title of one of the paintings. Return to the lower level and re-examine the still-nameless image. You'll be presented with a list of the pieces you've
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inspected and an opportunity to decipher the obscured title. Input the titles corresponding to the numbers shown on the clock in order as you'd normally read the hands: hour (VIII = VIVIDARIUM), minute (IIII = INTERVIGILIUM), second (VI = VIATOR). Solving the puzzle will summon Trauma to the staircase behind you. Climb the stairs to challenge it. [Preparation] Trauma is weak against Wind and vulnerable to Drain (as are its offspring, the Dromas). Junction Tornado to Elem-Atk and Drain to ST-Atk. [Battle] Trauma uses physical attacks and a strong non-elemental attack that targets your entire party called Mega Pulse Cannon. Trauma can also produce Dromas, small support machines that use similar attacks. Fortunately, as you siphon HP with each strike, your recovery should easily outpace your injury. Attack continuously with all members of your party. Eliminate the Dromas as they're born (you may wish to Mug them for Meteor Stones first). If any are still about when Trauma's HP reach 0 the progenitor will eat it's young, casting Drain to survive. [ELEM ATK + 30 AP] RED GIANT Red Giant polices the Prison Cell, located beyond the far doors on the lower level of the Art Gallery, down the steps on the far side of the Party Switch Point, and through the doorway on the left. When you reach the gulag, you'll find a corpse holding a key in its conspicuously outstretched hand and Red Giant temporarily out of the office. As soon as you set foot in the cell, the door will slam shut and lock behind you. With the only other door closed from the other side, you'll have no choice but to grab the Prison Key. Doing so will immediately summon Red Giant and thrust you into combat. [Preparation] Release the seal on GF or Magic. [Battle] Red Giant is virtually impervious to almost every attack. Its only weakness is its deathly fear of Diablos. Repeatedly summon the Dark Messenger and/or use Cactuar's defense-ignoring attack and you'll gradually bring the brute to its knees. You may wish to expand your options by summoning Doomtrain or casting Meltdown to crush Red Giant's defenses, rendering it vulnerable to physical attacks and a wider array of GFs. [DIAMOND ARMOR + 30 AP] GARGANTUA Gargantua is lurking at the rear of the
Armory behind a locked door. The Armory Key can be found lying on the wooden bridge spanning the gap between the Chapel and the Clock Tower. To get to the bridge, head for the lower level of the Grand Hall, take the far doors, go through the doors on the far side of the Courtyard, and climb the Chapel steps. Walk when you go to pick up the key, running will shake the bridge and cause the item to slip off the edge. Don't panic should this happen. There's a waterway below and the key will be washed to the area immediately outside the Armory (unless you've closed the Floodgate, in which case the key will fall just out of reach behind a grate in the area below and remain there until you open the Floodgate again). To reach the Armory, head for the lower level of the Art Gallery, take the far doors, and go down the steps on the far side of the Party Switch Point. If you dropped the key earlier, you'll see it lying in the channel in the lower-right corner. Unlock the door on the right and head for the back of the room to challenge Gargantua. (NOTE: Before you face Gargantua, you must defeat what looks and acts like a normal Vysage-LeftyRighty team.) [Preparation] Release the seal on Magic (or Item or Command Ability). Vysage, Lefty and Righty are weak against Holy and vulnerable to Drain. Junction Holy to Elem-Atk and Drain to ST-Atk. Vysage, Righty and Gargantua are vulnerable to Zombie. Junction Zombie to ST-Atk on one member of your party. Vysage and Gargantua employ a variety of Status attacks. Junction Berserk to ST-Def to thwart Gargantua's attempts to coerce you into repeatedly provoking its Counter Twist, a strong counterattack triggered by physical attacks. [Battle] Begin by eliminating Vysage, Lefty and Righty in the fashion of your choice. When Gargantua surfaces, you can whittle away at its HP while side-stepping its counterattack by using attack Magic or you can pursue a more expeditious victory. Afflict the juggernaut with Zombie either by casting magic or via an appropriately-junctioned Status Attack. Follow up by using items, magic and/or commands with strong curative properties to inflict major damage or attack with any revival technique to cause instant death. [MAGIC ARMLET + 42 AP] CATOBLEPAS Catoblepas is hiding in the Treasure Room behind an easy-to-miss locked door located in one of the castle's many passageways. The Treasure Vault Key can be found by examining the left side of the fountain in the Courtyard just beyond the far doors on the lower level of the Grand Hall. To reach the Treasure Room from the front Hall, climb the stairs, head left, take the doors in the near-left corner, go down the stairs, and pass through the doors on the far side of the Party Switch Point. Look closely along the left side of the passageway and you'll see a door situated near the center of the hall. When you use the key and enter the Treasure Room, you'll be confronted
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by a simple puzzle. Your task: open and close caskets until all four are simultaneously open. The solution: open or close the sarcophaguses once each in any order (e.g. outside left, inside left, inside right, outside right). Solving the puzzle will summon Catoblepas, enabling you to challenge it. [Preparation] Release the seal on GF or Magic. Catoblepas is weak against Earth and Water. Junction Quake or Water to Elem-Atk. Catoblepas attacks with strong Thunder-based magic. Junction Thundaga to Elem-Def. [Battle] In addition to its arsenal of Magic, Catoblepas uses strong physical attacks. This should present only a minor danger since each time it casts Thunder-based magic, especially Thunder Summon, your HP will recover. Catoblepas has a high Magic stat and when defeated will cast Meteor. Be prepared by keeping your party's HP at full strength. Begin by summoning Doomtrain or casting Meltdown to weaken Catoblepas' defenses. For the remainder of the battle attack with any means at your disposal (excepting Quezacotl and Thunder-based magic as Catoblepas will absorb the damage) until the behemoth succumbs. [STATUS ATK + 30 AP] TIAMAT You'll find Tiamat sulking on an obliterated balcony near the height of the Clock Tower, located beyond the footbridge at the top of the Chapel steps. To reach the balcony, ascend the Clock Tower's winding walkway until you reach the swinging pendulum and stand at the inside ledge on the left side of the tower. Leap onto the pendulum as it comes closest to you and it'll deliver you safely to the opposite side. Pass through the doorway to reach the verandah and challenge Tiamat. [Preparation] Tiamat is a flying monster strong against Fire and Thunder and immune to Wind. Junction any element other than Fire, Thunder, Earth and Wind to Elem-Atk. Tiamat's only attack is Dark Flare. Junction Firaga and Flare to Elem-Def and it'll be unable to harm you. [Battle] Despite Tiamat's garnering a place of esteem as the servant nearest the Master Room, this battle should prove the easiest of all. By turning Dark Flare into a tremendous source of HP for your party, your only difficulty will be deciding how to further humiliate this impotent ex-GF. Attack using whatever methods suit your fancy (excepting those with elemental qualities corresponding to Tiamat's strengths). [STATUS GUARD + 30 AP] ROSETTA STONE
If you're desperately seeking Abilityx4, you may wish to take the time to find the Rosetta Stone tucked neatly away in a box submerged in the castle's Waterway. In order to claim it you must first drain the aqueduct and in order to accomplish that you must first obtain the key that unlocks the lever that operates the floodgate. The Floodgate Key can be found lying on the floor in a Storage Room accessible only via the primitive lift in the Elevator Hall. Begin by determining which of your two parties is heaviest (hint: the males outweigh the females) and taking the lighter party to the Elevator Hall. To reach it from the front Hall, climb the stairs, head left, go through the doors in the near-left corner and down the stairs, pass through the doors on the far side of the Party Switch Point, and take the doors at the far end of the passageway. Stand in the Party Switch Point on the lowered left carriage and switch to your heavy party. To reach the raised right carriage head for the lower level of the Art Gallery, take the far doors, climb the steps and go left, and proceed to the opposite end of the passageway. Stand in the Party Switch Point to lift the left carriage and switch to your lighter party. Head left, grab the key, and return to the Party Switch Point. Switch to your heavy party and head for the floodgate lever, located to the right of the door to the Prison Cell. Use the Floodgate Key and throw the lever to drain the water. Before you can set foot in the empty canal system however, you must first lower the gate that blocks your access to it. Head for the back of the Chapel and examine the organ. Play your guts out if you're so inclined, but the only way to open the gate is by hitting all the keys at once. Head for the Courtyard and follow the lamp-lit arches in the upper-right corner to see if you were successful. If not, return to the pipe organ and try again. When all the bars have been lowered, enter the Waterway and head right to claim your prize. OMEGA WEAPON Omega Weapon is by quantum leaps the toughest monster in the game. Challenging it is entirely optional and the tangible rewards for defeating it are meager at best. However, if your man-orwomanhood rests on being crowned the finest fighter in the world you'll feel the burning need to face this horror. If you've been to the Chapel, you've probably noticed the ominous cloud of vapor billowing from the floor. To summon Omega Weapon to this spot, you must ring the bell in the Stairway Hall located between the front Hall and the Art Gallery and rush to the Chapel before the nightmare vanishes. Your first order of business should be to make all the necessary preparations and save your game. With that out of the way, take your primary party to the Party Switch Point in the Courtyard outside the Chapel, switch to your support party, and head for the Stairway Hall. Before you pull the cord in the near-left corner, consider temporarily junctioning Enc-None. You'll have only sixty seconds to engage Omega Weapon
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and a single encounter will blow it for you. Ring the bell and use the Party Switch Point. Immediately make your Junction Exchange(s) and streak for the Chapel. In the instant before you engage Omega Weapon, replace Enc-None with the desired ability and prepare to meet the abomination itself. [Preparation] Release the seal on Magic and Limit Break (recommended: Item, Resurrection and Save). Omega Weapon has no elemental weakness. Remove all magic junctioned to ElemAtk. Omega Weapon can cast LV5 Death (ending your game if all party members have a Level evenly divisible by five). Junction Death to ST-Def. Omega Weapon has an attack called Medigo Flame that does 9998 points of damage to every member of your party. Raise each character's maximum HP to 9999 (via magic junctioned to HP and if necessary an HP multiplier) and make sure you have the means to maintain full strength (items and/or commands with full-curative properties) and revive fallen comrades. Omega Weapon also uses Light Pillar, instantly slaying a single target, and Terra Break, an attack that can slaughter your entire party several times over. Make sure you have access to invincibility (Hero, Holy War and/or Rinoa's Invincible Moon Limit Break). Consider refining 10 Holy Wars from the Gilgamesh Card. Junction magic and stat multipliers prioritizing physical attack attributes (such as Str, Spd and Hit). Recommended Party: Irvine, Squall and Rinoa. Recommended Setup: Start with Squall and Rinoa's HP in Limit Break territory. Low HP plus Aura will increase the probability they'll execute their strongest Limit Breaks (Lion Heart and Wishing Star respectively). With 9999 maximum HP, you should be able to achieve this while keeping a comfortable buffer zone against an unexpected attack. Make sure Irvine has a good supply of ammunition (at least 100 Fast Ammo and 100 Demolition Ammo). Designate Irvine as the character you keep at full strength in case of Medigo Flame and junction his abilities to allow him to use revival techniques (if you intend to use Item, consider opening the Item Menu and placing the appropriate items, including those for invincibility, on the first page of the battle window). [Battle] Begin by casting Meltdown. Use your next turn to cast Triple on the third character and in turn use Triple to cast Aura on everyone. Follow up with invincibility for your entire party. You may wish to gamble on Rinoa executing Invincible Moon or play it safe by using a Holy War. Let loose on Omega Weapon with repeated Limit Breaks. When it comes to selecting ammunition for Irvine's Shot, begin with Fast Ammo. Each shot can inflict between 1000 and 2500 points of damage and you'll be able to fire as fast as you can pull the trigger. In a typical turn, you can expect to shoot about fifty times and cause more than 100,000 points of damage. When you run out of Fast Ammo, switch to your most powerful ammunition (e.g. Demolition or Pulse Ammo). Be prepared for Aura to wear off before invincibility. When this occurs, persist in using the Limit Breaks of those characters with low enough HP. You may wish to seize the opportunity to use your remaining party member(s) to draw Ultima or simply continue hammering away with normal attacks. If Omega Weapon is still on its feet when invincibility wears off (of which there is a very good chance), use Triple to re-cast Aura, invoke invincibility, and resume the onslaught until Omega Weapon gives in. When the day is finally yours, Proof of Omega will be added to the Information Menu of the Tutorial, securing your reputation as the finest fighter in the world. [THREE STARS + 250 AP + PROOF OF OMEGA]
ULTIMECIA Sorceress Ultimecia patiently anticipates your arrival from atop her throne in the Master Room. To hunt her down, climb to the very top of the Clock Tower, proceed through the gear-works and across the hands of the clock, and climb down the ladders to reach the promenade outside the Master Room. After making the necessary preparations, save your game and enter Ultimecia's chamber to get on with saving the world. (NOTE: Ultimecia will select three characters at random to face her in battle. Keep this in mind as you prepare and be ready to fight with one or more severely disadvantaged characters if you choose not to spread your junctions across all six. If you saved outside Ultimecia's chamber, you can always reset and let her choose another set of three until you're satisfied with the party she chooses. A more sinister tactic would be offing unwanted party members yourself and permitting Ultimecia to absorb them into time, summoning a new random character with each meal until your ideal party arrives.) [Preparation] Release the seal on Limit Break and Magic (recommended: Item, Resurrection and Save). Ultimecia will take several forms during the battle, each possessing its own distinct set of elemental strengths and weaknesses. It's best to remove all magic junctioned to Elem-Atk and use it elsewhere. She can attack with a variety of elemental magic. The best defense would be building up a resistance to as many elements as possible (e.g. Junction 100 Ultima and 100 Life to Elem-Def to absorb damage from all elemental attacks). Ultimecia can also afflict you with a wide range of status effects. As you'll heavily rely on Magic and Limit Breaks to defeat her, junction Pain (or Silence and Blind) and Aura to ST-Def. In her final form, Ultimecia can use an attack called Hell's Judgement that reduces the HP of every member of your party to 1. Make sure you have the means to significantly restore your entire party in a single turn. Consider refining 100 Megalixirs from the Bahamut Card if you don't believe in crossing your fingers and hoping you'll have Quistis or Selphie in your party (and access to their Limit Break skills, White Wind and Full-cure respectively). [Battle] All of Ultimecia's forms have very strong attacks that target your entire party. Be prepared by maintaining your party's HP at or near full strength. Begin by casting Triple on at least one member of your party and Meltdown on Ultimecia. Use Triple to cast Aura on everyone and attack the Sorceress with repeated Limit Breaks, bowing out as needed to restore a character with low HP or re-apply Aura. Make sure you reinstate Triple if Ultimecia casts Dispel and re-cast Meltdown each time she appears in a new incarnation. As Ultimecia evolves, she'll develop the ability to blow away a single character's entire stock of a particular Magic and to instantly destroy any GF you attempt to summon. As menacing as this sounds, you should be able to lay her to rest despite her most diligent
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efforts. When Ultimecia takes her final bow, sit back and enjoy the magnificent ending, the day is yours. Congratulations!
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Guardian Forces
Guardian Forces are the source of a SeeD's strength and abilities. Winning their allegiance and junctioning them to the members of your party will prove an invaluable part of your journey. For each GF you'll find the name and a brief description of its special skill, its location, and a section about the abilities it can learn (featuring the name of each ability followed by the AP and prerequisite abilities needed to learn it). * Indicates a unique ability
QUEZACOTL SKILL: Thunder Storm (Thunder damage to all enemies) LOCATION: Balamb Garden (Fire Cavern) ABILITIES HP-J: 50 AP Vit-J: 50 AP Mag-J: (Already learned) Elem-Atk-J: 160 AP + [Mag+20%]
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Elem-Def-J: 100 AP + [Vit-J] Elem-Defx2: 130 AP + [Elem-Def-J] Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Card: 40 AP Mag+20%: 60 AP Mag+40%: 120 AP + [Mag+20%] SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] Boost: 10 AP T Mag-RF*: 30 AP Mid Mag-RF*: 60 AP + [T Mag-RF] Card Mod*: 80 AP + [Card]
SHIVA SKILL: Diamond Dust (Ice damage to all enemies) LOCATION: Balamb Garden (Fire Cavern) ABILITIES Str-J: 50 AP Vit-J: 50 AP Spr-J: (Already learned) Elem-Atk-J: 160 AP + [Str-J] Elem-Def-J: 100 AP + [Spr+20%] Elem-Defx2: 130 AP + [Elem-Def-J] Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Doom*: 60 AP + [Level 10] Vit+20%: 60 AP + [Vit-J] Vit+40%: 120 AP + [Vit+20%] Spr+20%: 60 AP Spr+40%: 120 AP + [Spr+20%] SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] Boost: 10 AP
I Mag-RF*: 30 AP
IFRIT SKILL: Hell Fire (Fire damage to all enemies) LOCATION: Fire Cavern (Fire Cavern) ABILITIES HP-J: 50 AP Str-J: (Already learned) Elem-Atk-J: (Already learned) Elem-Def-J: 100 AP Elem-Defx2: 130 AP + [Elem-Def-J] Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Mad Rush: 60 AP + [Level 10] Str+20%: 60 AP Str+40%: 120 AP + [Str+20%] Str Bonus: 100 AP + [Str+40%] SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] Boost: 10 AP F Mag-RF*: 30 AP Ammo-RF*: 30 AP + [Level 10]
SIREN SKILL: Silent Voice (Non-elemental damage + Silence to all enemies) LOCATION: Dollet Comm Tower (SeeD Field Exam) ABILITIES Mag-J: (Already learned) ST-Atk-J: (Already learned) ST-Def-J: (Already learned) ST-Defx2: 130 AP
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Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Treatment: 100 AP + [Level 12] Mag+20%: 60 AP Mag+40%: 120 AP + [Mag+20%] Mag Bonus: 100 AP + [Mag+40%] Move-Find*: 40 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] Boost: 10 AP L Mag-RF*: 30 AP ST Med-RF*: 30 AP Tool-RF*: 30 AP
BROTHERS SKILL: Brotherly Love (Earth damage to all enemies) LOCATION: Tomb of the Unknown King (Tomb of the Unknown King) ABILITIES HP-J: (Already learned) Str-J: 50 AP Spr-J: 50 AP Elem-Atk-J: 160 AP + [Str-J] Elem-Def-J: 100 AP + [Spr-J] Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Defend: 100 AP HP+20%: (Already learned) HP+40%: 120 AP HP+80%: 240 AP + [HP+40%] Cover: 100 AP HP Bonus: 100 AP + [HP+80%] SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%]
Boost: 10 AP
DIABLOS SKILL: Dark Messenger (Non-elemental damage depending on enemy's HP) LOCATION: Magical Lamp (First Mission) ABILITIES HP-J: 50 AP Mag-J: (Already learned) Hit-J: 120 AP Abilityx3: (Already learned) Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Darkside: 100 AP HP+20%: 60 AP + [HP-J] HP+40%: 120 AP + [HP+20%] HP+80%: 240 AP + [HP+40%] Mag+20%: 60 AP Mag+40%: 120 AP + [Mag+20%] Mug: 200 AP Enc-Half*: 30 AP Enc-None*: 100 AP + [Enc-Half] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] Time Mag-RF*: 30 AP ST Mag-RF*: 30 AP
CARBUNCLE SKILL: Ruby Light (Casts Reflect on all party members) LOCATION: Presidential Residence (Assassination) ABILITIES HP-J: 50 AP Vit-J: (Already learned) Mag-J: 50 AP
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ST-Atk-J: 160 AP + [Mag-J] ST-Def-J: 100 AP ST-Defx2: 130 AP + [ST-Def-J] Abilityx3: (Already learned) Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) HP+20%: 60 AP + [HP-J] HP+40%: 120 AP + [HP+20%] Vit+20%: 60 AP Vit+40%: 120 AP + [Vit+20%] Counter: 200 AP Vit Bonus: 100 AP + [Vit+40%] Auto-Reflect: 250 AP + [Counter] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] Recov Med-RF*: 30 AP
LEVIATHAN SKILL: Tsunami (Water damage to all enemies) LOCATION: B-Garden Master Room (Secret of Balamb Garden) ABILITIES Mag-J: 50 AP Spr-J: (Already learned) Elem-Atk-J: 160 AP + [Mag-J] Elem-Defx2: (Already learned) Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Recover: 200 AP Spr+20%: 60 AP Spr+40%: 120 AP + [Spr+20%] Spr Bonus: 100 AP + [Spr+40%] Auto-Potion: 150 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 150 AP Boost: 10 AP
PANDEMONA SKILL: Tornado Zone (Wind damage to all enemies) LOCATION: Balamb Hotel (Occupied Balamb) ABILITIES Str-J: (Already learned) Spd-J: 120 AP Elem-Atk-J: (Already learned) Elem-Def-J: (Already learned) Elem-Defx2: 130 AP Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Absorb: 80 AP Str+20%: 60 AP Str+40%: 120 AP + [Str+20%] Spd+20%: 150 AP + [Spd-J] Spd+40%: 200 AP + [Spd+20%] Initiative: 160 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] Boost: 10 AP
CERBERUS SKILL: Counter Rockets (Casts Double and Triple on all allies) LOCATION: G-Garden Hall (Clash of the Gardens) ABILITIES Str-J: (Already learned) Mag-J: 50 AP
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Spr-J: 50 AP Spd-J: 120 AP Hit-J: (Already learned) ST-Atk-J: 160 AP + [Mag-J] ST-Def-J: 100 AP + [Spr-J] ST-Defx2: 130 AP + [ST-Def-J] ST-Defx4: 180 AP + [ST-Defx2] Abilityx3: (Already learned) Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Spd+20%: 150 AP + [Spd-J] Spd+40%: 200 AP + [Spd+20%] Auto-Haste: 250 AP + [Spd+40%] Expendx2-1: 250 AP Alert*: 200 AP GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%]
ALEXANDER SKILL: Holy Judgement (Holy damage to all enemies) LOCATION: G-Garden Auditorium (Clash of the Gardens) ABILITIES Spr-J: (Already learned) Elem-Atk-J: 160 AP Elem-Defx2: (Already learned) Elem-Defx4: 180 AP| Abilityx3: (Already learned) Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Revive: 200 AP Spr+20%: 60 AP Spr+40%: 120 AP + [Spr+20%] Med Data: 200 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%]
DOOMTRAIN SKILL: Runaway Train (Poison damage+ on all enemies: Poison, Darkness, Silence, Berserk, Sleep, Doom, Curse, Petrify, Confuse and Vit 0) LOCATION: Solomon Ring (Esthar) ABILITIES Elem-Atk-J: (Already learned) ST-Atk-J: (Already learned) Elem-Defx4: 180 AP ST-Defx4: 180 AP Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Darkside: 100 AP Absorb: 80 AP Auto-Shell: 250 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] SumMag+40%: 200 AP + [SumMag+30%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] GFHP+40%: 200 AP + [GFHP+30%] Boost: 10 AP Junk Shop*: (Already learned) Forbid Med-RF*: 200 AP
BAHAMUT SKILL: Mega Flare (Non-elemental damage to all enemies) LOCATION: Deep Sea Research Center Lb (Deep Sea Research Center) ABILITIES
Abilityx4: (Already learned) Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Str+60%: (Already learned) Mag+60%: (Already learned) Mug: 200 AP Move-HP Up: 200 AP Auto-Protect: 250 AP Expendx2-1: 250 AP Rare Item*: 250 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] SumMag+40%: 200 AP + [SumMag+30%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] GFHP+40%: 200 AP + [GFHP+30%] Boost: 10 AP Forbid Mag-RF*: (Already learned)
CACTUAR SKILL: 1,000 Needles (1000 units of nonelemental damage to all enemies) LOCATION: Cactuar Island (Cactuar Island) ABILITIES Eva-J: 200 AP Luck-J: 200 AP Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Defend: 100 AP Kamikaze: 100 AP Eva+30%: 150 AP + [Eva-J] Luck+50%: 200 AP + [Luck-J] Initiative: 160 AP Move-HP Up: 200 AP HP Bonus: (Already learned) Str Bonus: (Already learned) Vit Bonus: (Already learned) Mag Bonus: (Already learned) Spr Bonus: (Already learned)
Auto-Potion: 150 AP Expendx2-1: 250 AP + [Eva+30%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%]
TONBERRY SKILL: Chef's Knife (Non-elemental damage to one enemy at random) LOCATION: Centra Ruins (Centra Ruins) ABILITIES Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) LV Down*: (Already learned) LV Up*: (Already learned) Eva+30%: (Already learned) Luck+50%: (Already learned) Initiative: 160 AP Move-HP Up: 200 AP Auto-Potion: 150 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] Boost: 10 AP Haggle*: 150 AP Sell-High*: 150 AP + [Haggle] Familiar*: 150 AP Call Shop*: 200 AP + [Familiar]
EDEN SKILL: Eternal Breath (Non-elemental damage to all enemies) LOCATION: Deep Sea Deposit (Deep Sea Research Center) ABILITIES
Spd-J: (Already learned) Eva-J: (Already learned) Hit-J: (Already learned) Magic: (Already learned) GF: (Already learned) Draw: (Already learned) Item: (Already learned) Mad Rush: 60 AP Darkside: 100 AP Devour: (Already learned) Luck+50%: 200 AP Expendx3-1: 250 AP SumMag+10%: 40 AP SumMag+20%: 70 AP + [SumMag+10%] SumMag+30%: 140 AP + [SumMag+20%] SumMag+40%: 200 AP + [SumMag+30%] GFHP+10%: 40 AP GFHP+20%: 70 AP + [GFHP+10%] GFHP+30%: 140 AP + [GFHP+20%] GFHP+40%: 200 AP + [GFHP+30%] Boost: 10 AP GFAbl Med-RF*: 30 AP
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Abilities
For each group of abilities you'll find a list featuring the name of each ability followed by a brief description of it, the Guardian Forces that know it or can learn it without using GF Ability Medicine, and providing one exists the item you can use to teach it to any GF. (NOTE: Guardian Forces aren't specified for the GF Abilities as all GFs can learn at least two of the GFHP multipliers and all GFs with an attack Skill of adjustable power can learn Boost and at least three of the SumMag multipliers.) JUNCTION ABILITIES HP-J: Junctions Magic to HP [Qu/If/Br/Di/Car]/HP-J Scroll Str-J: Junctions Magic to Strength [Sh/If/Br/Pa/Cer]/Str-J Scroll Vit-J: Junctions Magic to Vitality [Qu/Sh/Car]/Vit-J Scroll Mag-J: Junctions Magic to Magic [Qu/Si/Di/Car/Le/Cer]/Mag-J Scroll Spr-J: Junctions Magic to Spirit [Sh/Br/Le/Cer/Al]/Spr-J Scroll Spd-J: Junctions Magic to Speed [Pa/Cer/Ed]/Spd-J Scroll Eva-J: Junctions Magic to Evade [Cac/Ed]/Aegis Amulet Hit-J: Junctions Magic to Hit [Di/Cer/Ed] Luck-J: Junctions Magic to Luck [Cac]/Luck-J Scroll Elem-Atk-J: Junctions Magic to Elem-Atk [Qu/Sh/If/Br/Le/Pa/Al/Do]/Elem Atk Elem-Def-J: Junctions Magic to Elem-Def [Qu/Sh/If/Br/Pa] Elem-Defx2: Junctions 2 Magic to Elem-Def [Qu/Sh/If/Le/Pa/Al] Elem-Defx4: Junctions 4 Magic to Elem-Def [Al/Do]/Elem Guard ST-Atk-J: Junctions Magic to ST-Atk [Si/Car/Cer/Do]/Status Atk ST-Def-J: Junctions Magic to ST-Def [Si/Car/Cer]
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ST-Defx2: Junctions 2 Magic to ST-Def [Si/Car/Cer] ST-Defx4: Junctions 4 Magic to ST-Def [Cer/Do]/Status Guard Abilityx3: Set up to 3 abilities [Di/Car/Cer/Al] Abilityx4: Set up to 4 abilities [Ba]/Rosetta Stone COMMAND ABILITIES Magic: Enables the use of Magic in battle [ALL]/Magic Scroll GF: Enables the use of GF in battle [ALL]/GF Scroll Draw: Enables the use of Draw in battle [ALL]/Draw Scroll Item: Enables the use of Item in battle [ALL]/Item Scroll Card: Transforms an enemy into a card [Qu]/Gambler Spirit Doom: Afflicts an enemy with Death [Sh] Mad Rush: Adds Berserk, Protect, and Haste to all allies [If/Ed] Treatment: Same effect as Esuna [Si]/Med Kit Defend: Reduces damage from physical attacks to 0 and reduces damage from magic attacks by half [Br/Cac] Darkside: Triples damage inflicted by Attack, but with each use, the character loses 1/10 of their maximum HP [Di/Do/Ed] Recover: Restores all HP to one party member [Le]/Healing Ring Absorb: Sucks away HP from a target [Pa/Do] Revive: Restores on party member from KO [Al]/Phoenix Spirit LV Down: Decreases the level of a target [To] LV Up: Increases the level of a target [To] Kamikaze: Inflicts major damage, but knocks the character out [Cac]/Bomb Spirit Devour: Allows you to consume your enemy [Ed]/Hungry Cookpot CHARACTER ABILITIES HP+20%: Raises HP by 20% [Br/Di/Car]/Regen Ring HP+40%: Raises HP by 40% [Br/Di/Car]/Giant's Ring HP+80%: Raises HP by 80% [Br/Di]/Gaea's Ring Str+20%: Raises Str by 20% [If/Pa]/Strength Love Str+40%: Raises Str by 40% [If/Pa]/Power Wrist Str+60%: Raises Str by 60% [Ba]/Hyper Wrist Vit+20%: Raises Vit by 20% [Sh/Car]/Turtle Shell Vit+40%: Raises Vit by 40% [Sh/Car]/Orihalcon Vit+60%: Raises Vit by 60%/Adamantine Mag+20%: Raises Magic damage by 20% [Qu/Si/Di]/Circlet Mag+40%: Raises Magic damage by 40% [Qu/Si/Di]/Hypno Crown Mag+60%: Raises Magic damage by 60% [Ba]/Royal Crown Spr+20%: Raises Spr by 20% [Sh/Le/Al]/Rune Armlet Spr+40%: Raises Spr by 40% [Sh/Le/Al]/Force Armlet Spr+60%: Raises Spr by 60%/Magic Armlet Spd+20%: Raises Spd by 20% [Pa/Cer]/Jet Engine Spd+40%: Raises Spd by 40% [Pa/Cer]/Rocket Engine Eva+30%: Raises Eva by 30% [Cac/To] Luck+50%: Raises Luck by 50% [Cac/To/Ed] Mug: Change Attack to Mug [Di/Ba] Med Data: Doubles the effect of medicine [Al]/Doc's Code Counter: Counterattacks when attacked [Car]/Monk's Code Return Damage: Returns 1/4 of the damage to the opponent/Hundred Needles Cover: Receives attack in place of a party member [Br]/Knight's Code
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Expendx2-1: Only 1 Magic spent while Double [Cer/Ba/Cac] Expendx3-1: Only 1 Magic spent while Triple [Ed]/Three Stars HP Bonus: +30 Bonus to HP at level up [Br/Cac] Str Bonus: +1 Bonus to Str at level up [If/Cac] Vit Bonus: +1 Bonus to Vit at level up [Car/Cac] Mag Bonus: +1 Bonus to Mag at level up [Si/Cac] Spr Bonus: +1 Bonus to Spr at level up [Le/Cac] Auto-Reflect: Reflect activates automatically in battle [Car]/Glow Curtain Auto-Shell: Shell activates automatically in battle [Do]/Moon Curtain Auto-Protect: Protect activates automatically in battle [Ba]/Steel Curtain Auto-Haste: Haste activates automatically in battle [Cer]/Accelerator Initiative: Enables action as soon as battle begins [Pa/Cac/To] Move-HP Up: Restores HP by walking [Ba/Cac/To] Auto-Potion: Use recovery items automatically when hit [Le/Cac/To] PARTY ABILITIES Alert: Prevents Back Attack [Cer] Enc-Half: Cuts encounter rate by half [Di] Enc-None: No encounters [Di] Rare Item: More likely to receive rare items [Ba] Move-Find: Finds hidden Save/Draw Points [Si] GF ABILITIES SumMag+10%: Raises SumMag damage by 10%/Steel Pipe SumMag+20%: Raises SumMag damage by 20%/Star Fragment SumMag+30%: Raises SumMag damage by 30%/Energy Crystal SumMag+40%: Raises SumMag damage by 40%/Samantha Soul GFHP+10%: Raises GF's HP by 10%/Healing Mail GFHP+20%: Raises GF's HP by 20%/Silver Mail GFHP+30%: Raises GF's HP by 30%/Gold Armor GFHP+40%: Raises GF's HP by 40%/Diamond Armor Boost: Increases damage during GF's attack MENU ABILITIES Haggle: Receive discounts at shops [To] Sell-High: Sell high at shops [To] Familiar: Easier to buy rare items [To] Call Shop: Call shops from menu screen [To] Junk Shop: Call junk shop from menu screen [Do] T Mag-RF: Refine Thunder/Wind Magic from an item [Qu] I Mag-RF: Refine Water/Ice Magic from an item [Sh] F Mag-RF: Refine Fire Magic from an item [If] L Mag-RF: Refine Life/Recovery Magic from an item [Si] Time Mag-RF: Refine Time/Space Magic from an item [Di] ST Mag-RF: Refine status Magic from an item [Di] Supt Mag-RF: Refine Support Magic from an item [Le] Forbid Mag-RF: Refine Forbidden Magic from an item [Ba] Recov Med-RF: Refine Recovery Medicine from an item [Car] ST Med-RF: Refine status Recovery Medicine from an item [Si]
Ammo-RF: Refine Ammunition from an item [If] Tool-RF: Refine Tools from an item [Si] Forbid Med-RF: Refine Forbidden Medicine from an item [Do] GFRecov Med-RF: Refine Recovery Medicine for GF from an item [Le] GFAbl Med-RF: Refine ability learning medicine for GF from items [Ed] Mid Mag-RF: Refine Mid-Level Magic from other Magic [Qu] High Mag-RF: Refine High Level Magic from other Magic [Al] Med LV Up: Levels up medicine [Al] Card Mod: Refine items from cards [Qu]
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Items
RECOVERY MEDICINE Potion: Restores HP by 200 Potion+: Restores HP by 400 Hi-Potion: Restores HP by 1000 Hi-Potion+: Restores HP by 2000 X-Potion: Fully restores HP Mega-Potion: Restores HP by 1000 to all members Phoenix Down: Removes KO status Mega Phoenix: Removes KO status from all members Elixir: Fully restores abnormal status and HP Megalixir: Fully restores abnormal status and HP to all Antidote: Cures Poison Soft: Cures Petrify Eye Drops: Cures Darkness Echo Screen: Cures Silence Holy Water: Cures Zombie, Curse Remedy: Cures abnormal status Remedy+: Cures abnormal status and Magic effects FORBIDDEN MEDICINE Hero-trial: Makes character invincible sometimes Hero: Makes character invincible
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Holy War-trial: Makes all party members invincible sometimes Holy War: Makes all party members invincible TOOLS Shell Stone: Same effect as Shell Protect Stone: Same effect as Protect Aura Stone: Same effect as Aura Death Stone: Same effect as Death Holy Stone: Same effect as Holy Flare Stone: Same effect as Flare Meteor Stone: Same effect as Meteor Ultima Stone: Same effect as Ultima Gysahl Greens: Chocobo related...? [Summons Boko] Phoenix Pinion: When used in battle... [Summons Phoenix] SHELTER ITEMS Tent: Fully restores abnormal status and HP to all Pet House: Restores HP to all GF Cottage: Same effect as Tent plus restores all GF GF RECOVERY/ABILITY MEDICINE G-Potion: Restores 200 HP to GF G-Hi-Potion: Restores 1000 HP to GF G-Mega-Potion: Restores 1000 HP to all GF G-Returner: Revives GF from KO Rename Card: Changes GF's name Amnesia Greens: Makes GF forget an 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-Defx4 ability Status Atk: GF learns ST-Atk-J ability Status Guard: GF learns ST-Defx4 ability Rosetta Stone: GF learns Abilityx4 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 Mod 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 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 Giant'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 Expendx3-1 ability AMMUNITION Normal Ammo: Normal Ammo Shotgun Ammo: Ammo that attacks all opponents Dark Ammo: Ammo with status changing effect Fire Ammo: Ammo with Fire element Demolition Ammo: Ammo 3 times more powerful than Normal Ammo Fast Ammo: Ammo for rapid fire AP Ammo: Armor-piercing ammo Pulse Ammo: Ammo that contains powerful energy ITEMS M-Stone Piece: Stone with a little Magic power Magic Stone: Stone with Magic power Wizard Stone: Stone with strong Magic power Ochu Tentacle: Strong, flexible tentacle
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Healing Water: Water with life force Cockatrice Pinion: Feather with petrifying power Zombie Powder: Powder with Zombie effect Lightweight: Shoes to make you light on your feet Sharp Spike: Long, sharp claw Screw: Use to remodel weapons Saw Blade: Serrated blade Mesmerize Blade: Long, sharp blade Vampire Fang: Fang that makes Vampire attack Fury Fragment: Stone that contains morale Betrayal Sword: Sword that betrays allies Sleep Powder: Induces sleep Life Ring: Ring with life force Dragon Fang: Dragon's fang with recovery force BLUE MAGIC ITEMS Spider Web: Quistis can learn Blue Magic, Ultra Waves Coral Fragment: Quistis can learn Blue Magic, Electrocute Curse Spike: Quistis can learn Blue Magic, LV?Death Black Hole: Quistis can learn Blue Magic, Degenerator Water Crystal: Quistis can learn Blue Magic, Aqua Breath Missile: Quistis can learn Blue Magic, Micro Missiles Mystery Fluid: Quistis can learn Blue Magic, Acid Running Fire: Quistis can learn Blue Magic, Gatling Gun Inferno Fang: Quistis can learn Blue Magic, Fire Breath Malboro Tentacle: Quistis can learn Blue Magic, Bad Breath Whisper: Quistis can learn Blue Magic, White Wind Laser Cannon: Quistis can learn Blue Magic, Homing Laser Barrier: Quistis can learn Blue Magic, Mighty Guard Power Generator: Quistis can learn Blue Magic, Ray-Bomb Dark Matter: Quistis can learn Blue Magic, Shockwave Pulsar COMPATIBILITY ITEMS Bomb Fragment: Stone with Fire element/[Ifrit +1] Red Fang: Dragon's fang with Fire element/[Ifrit +3] Arctic Wind: Contains Ice element wind/[Shiva +1] North Wind: Contains strong Ice element wind/[Shiva +3] Dynamo Stone: Stone with Thunder element/[Quezacotl +3] Shear Feather: Bird's feather that flies on wind/[Pandemona +1] Venom Fang: Poisonous monster fang/[Doomtrain +3] Steel Orb: Steel orb with gravitational power/[Diablos +3] Moon Stone: Holy moon stone with mosters living inside/[Alexander +3] Dino Bone: Large dinosaur bone/[Brothers +3] Windmill: Windmill containing wind energy/[Pandemona +3] Dragon Skin: Durable dragon skin/[Carbuncle +3] Fish Fin: Fish's fin/[Leviathan +2] Dragon Fin: Very hard dragon's scale/[Cerberus +3] Silence Powder: Powder containing Silence/[Siren +3] Poison Powder: Powder containing Poison/[Doomtrain +1] Dead Spirit: Contains Death Chef's Knife: Tonberry's knife/[Tonberry +3]
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Cactus Thorn: Cactuar's thorn/[Cactuar +3] Shaman Stone: Stone with mystical power/[Bahamut +3] SPECIAL ITEMS Fuel: Fuel for a rental car Girl Next Door: Naughty Magazine Sorceress' Letter: Edea's introduction letter Pet Nametag: Changes pet's name Magical Lamp: [Use to enter Diablos' realm] Solomon Ring: Mysterious old ring [Use to acquire Doomtrain] STAT POWER UP ITEMS HP Up: Raises HP [+10] Str Up: Raises Strength [+1] Vit Up: Raises Vitality [+1] Mag Up: Raises Magic [+1] Spr Up: Raises Spirit [+1] Spd Up: Raises Speed [+1] Luck Up: Raises Luck [+1] LuvLuv G: Raises compatibility with all GF [+20] MAGAZINES WEAPONS MONTHLY: Weapons research Magazine Weapons Mon 1st/Lunatic Pandora Lab (Esthar) Weapons Mon Mar/Dollet Comm Tower (SeeD Field Exam) Weapons Mon Apr/B-Garden Dormitory Single (SeeD Inauguration) Weapons Mon May/Deling City Sewer (Assassination) Weapons Mon Jun/Galbadian Missile Base Weapons Mon Jul/B-Garden Training Center (White SeeD Ship) Weapons Mon Aug/Trabia Garden Front Gate (Trabia Garden) COMBAT KING: Magazine for fighters Combat King 001/Galbadia D-District Prison Combat King 002/Balamb Hotel (Occupied Balamb) Combat King 003/Balamb Hotel (Balamb) Combat King 004/Esthar City (Esthar) Combat King 005/Lunatic Pandora PET PALS: Magazine for dog lovers Pet Pals Vol.1/Train [to Timber] (First Mission) Pet Pals Vol.2/Forest Owl's Base (First Mission) Pet Pals Vol.3/Timber Pet Shop (Timber TV Station) Pet Pals Vol.4/Timber Pet Shop (Timber TV Station) Pet Pals Vol.5/Esthar Pet Shop/[Rinrin's Store] (Esthar) Pet Pals Vol.6/Esthar Pet Shop/[Rinrin's Store] (Esthar) OCCULT FAN: World's Mysteries Magazine Occult Fan I: Scoop Issue/B-Garden Library (Fire Cavern) Occult Fan II: Photo Issue/Dollet Pub (Dollet)
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Occult Fan III: Magic Issue/FH Factory (Fishermans Horizon) Occult Fan IV: Report Issue/Esthar Presidential Palace Hall (Esthar) TIMBER MANIACS Balamb Hotel OR Balamb Station Yard (SeeD Inauguration) Timber Editorial Department [Timber Maniacs] (Timber TV Station) Deling City Hotel (Tomb of the Unknown King) FH Residence [Grease Monkey] (Fishermans Horizon) FH Hotel (Fishermans Horizon) T-Garden Cemetery (Trabia Garden) Edea's House Bedroom (White SeeD Ship) White SeeD Ship [Helm] (White SeeD Ship) Dollet Pub (Dollet) Dollet Hotel (Dollet) Timber Hotel (Timber) Shumi Village Residence [Artisan] (Shumi Village)
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Magic
THUNDER/WIND MAGIC Thunder-Thundara-Thundaga: Thunder magic damage/one enemy Aero: Wind magic damage/one enemy Tornado: Wind magic damage/all enemies WATER/ICE MAGIC Blizzard-Blizzara-Blizzaga: Ice magic damage/one enemy Water: Water magic damage/one enemy FIRE MAGIC Fire-Fira-Firaga: Fire magic damage/one enemy Flare: Non-elemental magic damage/one enemy LIFE/RECOVERY MAGIC Holy: Holy magic damage/one enemy Cure-Cura-Curaga: Restore HP Life: Revive from KO Full-life: Restore HP fully, revive from KO Regen: Restore HP at regular interval Zombie: Cause Zombie
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Death: Cause Death TIME/SPACE MAGIC Demi: Magic to reduce one enemy's HP by 1/4 Quake: Earth magic damage/all enemies Double: Use magic successively Triple: Able to use magic 3 times Haste: Increases speed temporarily Slow: Reduces speed temporarily Stop: Stops temporarily STATUS MAGIC Bio: Poison damage + status change/one enemy Sleep: Cause Sleep Blind: Cause Darkness Silence: Cause Silence Confuse: Cause Confuse Berserk: Cause Berserk Break: Cause Petrify Meltdown: Non-elemental damage + make enemy Vit 0 Pain: Cause Poison, Darkness and Silence SUPPORT MAGIC Esuna: Remove abnormal status Dispel: Remove magic effect Protect: Reduce physical damage temporarily Shell: Reduce magic damage temporarily Reflect: Reflect magic temporarily Drain: Absorb HP Aura: Able to use Limit Breaks more often FORBIDDEN MAGIC Meteor: Non-elemental magic damage/all enemies Ultima: Non-elemental magic damage/all enemies OTHER MAGIC Scan: Scan enemy's HP and weakness Float: Floats
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Refining Manual
Items Magic REFINING ITEMS RECOVERY MEDICINE Potion [n/a] Potion+ [Med LV Up: Potion (3) = 1] Hi-Potion [Recov Med-RF: Healing Water = 2/Healing Mail = 6]/[Med LV Up: Potion+ (3) = 1] Hi-Potion+ [Med LV Up: Hi-Potion (3) = 1] X-Potion [Med LV Up: Hi-Potion+ (3) = 1]/[Card Mod: Fujin, Raijin = 1/Wedge, Biggs = 1] Mega-Potion [Recov Med-RF: Tent (4) = 1/Cottage (2) = 1/Mesmerize Blade = 2/Healing Ring = 20]/[Med LV Up: X-Potion (3) = 1] Phoenix Down [Recov Med-RF: Life Ring = 2/Regen Ring = 8/Phoenix Spirit = 100] Mega Phoenix [Med LV Up: Phoenix Down (50) = 1]
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Elixir [Forbid Med-RF: Mega-Potion (20) = 1/Elem Atk = 4/Elem Guard = 4/Status Atk = 4/ Status Guard = 4]/[Med LV Up: Remedy+ (10) = 1]/[Card Mod: Angelo = 100] Megalixir [Forbid Med-RF: Doc's Code = 1/Med Kit = 2]/[Med LV Up: Elixir (10) = 1]/[Card Mod: Bahamut = 100] Antidote [ST Med-RF: Poison Powder = 3/Venom Fang = 10] Soft [ST Med-RF: Cockatrice Pinion = 3] Eye Drops [ST Med-RF: Ochu Tentacle = 3] Echo Screen [ST Med-RF: Silence Powder = 3] Holy Water [ST Med-RF: Zombie Powder = 3] Remedy [ST Med-RF: Betrayal Sword (5) = 1/Sleep Powder (5) = 1/Curse Spike = 1/Dragon Fang = 1/Malboro Tentacle = 1/Med Kit = 20] Remedy+ [Med LV Up: Remedy (10) = 1] FORBIDDEN MEDICINE Hero-trial [Forbid Med-RF: Shaman Stone (10)* = 1] Hero [Med LV Up: Hero-trial (10) = 1]/[Card Mod: Laguna Card = 100] Holy War-trial [Med LV Up: Hero (10) = 1] Holy War [Med LV Up: Holy War-trial (10) = 1]/[Card Mod: Gilgamesh Card = 10] * Doomtrain must be Level 100 TOOLS Shell Stone [Tool-RF: Rune Armlet = 10/Force Armlet = 30]/[Card Mod: Mobile Type 8 = 10] Protect Stone [Tool-RF: Turtle Shell = 10/Orihalcon = 30]/[Card Mod: BGH251F2 = 10] Aura Stone [Tool-RF: Steel Pipe = 1/Circlet = 2/Fury Fragment = 2/Strength Love = 2/Hypno Crown = 10/Power Wrist = 10] Death Stone [Tool-RF: Dead Spirit = 2]/[Card Mod: Elvoret = 10] Holy Stone [Tool-RF: Moon Stone = 2]/[Card Mod: Krysta = 10] Flare Stone [Tool-RF: Inferno Fang = 2]/[Card Mod: Tiamat = 10] Meteor Stone [Tool-RF: Star Fragment = 2]/[Card Mod: Red Giant = 5]
Ultima Stone [Tool-RF: Energy Crystal = 2]/[Card Mod: Ultima Weapon = 1] Gysahl Greens [Card Mod: Chicobo = 100] Phoenix Pinion [Tool-RF: Mega Phoenix (3) = 1] SHELTER ITEMS Tent [Tool-RF: Healing Water = 2/Regen Ring = 5] Pet House [GFRecov Med-RF: Healing Mail = 1/Silver Mail = 2/Gold Armor = 4/Diamond Armor = 16]/[Card Mod: MiniMog Card = 100] Cottage [Tool-RF: Whisper = 1/Healing Ring = 30/Diamond Armor = 50] GF MEDICINE G-Potion [n/a] G-Hi-Potion [GFRecov Med-RF: Healing Water = 2/Mesmerize Blade = 2/Whisper = 4] G-Mega-Potion [GFRecov Med-RF: Healing Ring = 20]/[Card Mod: Propagator = 1/Sphinxara = 1] G-Returner [GFRecov Med-RF: Life Ring = 2/Pet House = 2/Regen Ring = 8/Phoenix Spirit = 40]/[Card Mod: Granaldo = 1] Rename Card [Card Mod: Catoblepas = 1] Amnesia Greens [n/a] HP-J Scroll [GFAbl Med-RF: HP Up (2) = 1] Str-J Scroll [GFAbl Med-RF: Str Up (2) = 1] Vit-J Scroll [GFAbl Med-RF: Vit Up (2) = 1] Mag-J Scroll [GFAbl Med-RF: Mag Up (2) = 1] Spr-J Scroll [GFAbl Med-RF: Spr Up (2) = 1] Spd-J Scroll [GFAbl Med-RF: Spd Up (2) = 1] Luck-J Scroll [GFAbl Med-RF: Luck Up (2) = 1/Dark Matter = 1] Aegis Amulet [GFAbl Med-RF: Barrier (50) = 1] Elem Atk [GFAbl Med-RF: Samantha Soul (20) = 1]/[Card Mod: Ifrit = 3] Elem Guard [GFAbl Med-RF: Diamond Armor (5) = 1]/[Card Mod: Selphie = 3]
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Status Atk [GFAbl Med-RF: Royal Crown (20) = 1]/[Card Mod: Siren = 3] Status Guard [GFAbl Med-RF: Ribbon = 1]/[Card Mod: Doomtrain = 3] Rosetta Stone [GFAbl Med-RF: Shaman Stone = 1] Magic Scroll [n/a] GF Scroll [n/a] Draw Scroll [n/a] Item Scroll [n/a] Gambler Spirit [Card Mod: Shumi Tribe (5) = 1] Healing Ring [GFAbl Med-RF: Whisper (100) = 1] Phoenix Spirit [GFAbl Med-RF: Phoenix Pinion (20) = 1]/[Card Mod: Phoenix = 3] Med Kit [GFAbl Med-RF: Dragon Fang (100) = 1] Bomb Spirit [GFAbl Med-RF: Bomb Fragment (100) = 1] Hungry Cookpot [Card Mod: PuPu = 1] Steel Pipe [Card Mod: Elastoid = 1] Star Fragment [Card Mod: Iron Giant (3) = 1] Energy Crystal [Card Mod: Elnoyle (10) = 1] Samantha Soul [GFAbl Med-RF: Energy Crystal (50) = 1]/[Card Mod: Quistis = 3] Healing Mail [Card Mod: Turtapod (5) = 1 Silver Mail [n/a] Gold Armor [GFAbl Med-RF: Silver Mail (10) = 1] Diamond Armor [GFAbl Med-RF: Gold Armor (5) = 1]/[Card Mod: Seifer = 3] Regen Ring [Card Mod: Chimera (10) = 1] Giant's Ring [GFAbl Med-RF: HP-J Scroll (10) = 1] Gaea's Ring [GFAbl Med-RF: Giant's Ring (10) = 1]/[Card Mod: Ward = 3] Strength Love [Card Mod: Gargantua (10) = 1]
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Power Wrist [GFAbl Med-RF: Str-J Scroll (10) = 1] Hyper Wrist [GFAbl Med-RF: Power Wrist (10) = 1]/[Card Mod: Zell = 3] Turtle Shell [Card Mod: Adamantoise (3) = 1/X-ATM092 (2) = 1] Orihalcon [GFAbl Med-RF: Vit-J Scroll (10) = 1] Adamantine [GFAbl Med-RF: Orihalcon (10) = 1]/[Card Mod: Minotaur = 10] Rune Armlet [Card Mod: Blobra (4) = 1] Force Armlet [GFAbl Med-RF: Mag-J Scroll (10) = 1] Magic Armlet [GFAbl Med-RF: Force Armlet (10) = 1]/[Card Mod: Rinoa = 3] Circlet [Card Mod: Gerogero (10) = 1] Hypno Crown [GFAbl Med-RF: Spr-J Scroll (10) = 1] Royal Crown [GFAbl Med-RF: Hypno Crown (10) = 1]/[Card Mod: Edea = 3] Jet Engine [GFAbl Med-RF: Spd-J Scroll (10) = 1]/[Card Mod: Tri-Point (40) = 1] Rocket Engine [GFAbl Med-RF: Jet Engine (10) = 1]/[Card Mod: Irvine = 3] Moon Curtain [GFAbl Med-RF: Malboro Tentacle (100) = 1/Magic Armlet (20) = 1]/[Card Mod: Alexander = 3] Steel Curtain [GFAbl Med-RF: Adamantine (20) = 1] Glow Curtain [GFAbl Med-RF: Dragon Skin (100) = 1]/[Card Mod: Carbuncle = 3] Accelerator [GFAbl Med-RF: Lightweight (100) = 1]/[Card Mod: Kiros = 3] Monk's Code [GFAbl Med-RF: Glow Curtain (2) = 1]/[Card Mod: Eden = 3] Knight's Code [GFAbl Med-RF: Holy War (5) = 1] Doc's Code [GFAbl Med-RF: Elixir (10) = 1]/[Card Mod: Leviathan = 3] Hundred Needles [GFAbl Med-RF: Cactus Thorn (100) = 1] Three Stars [Card Mod: Squall = 3] AMMUNITION Normal Ammo [Ammo-RF: Screw = 8]
Shotgun Ammo [n/a] Dark Ammo [Ammo-RF: Poison Powder = 10/Venom Fang = 20]/[Card Mod: Abadon = 30] Fire Ammo [Ammo-RF: Fuel = 10/Bomb Fragment = 20/Red Fang = 40]/[Card Mod: Oilboyle = 30] Demolition Ammo [Ammo-RF: Missile = 20/Cactus Thorn = 40/Running Fire = 40]/[Card Mod: Trauma = 30] Fast Ammo [Ammo-RF: Normal Ammo = 1/Shotgun Ammo = 2]/[Card Mod: GIM47N = 10] AP Ammo [Ammo-RF: Sharp Spike = 10/Chef's Knife = 20] Pulse Ammo [Ammo-RF: Laser Cannon = 5/Energy Crystal = 10/Power Generator = 20] ITEMS M-Stone Piece [Card Mod: Bite Bug = 1/Funguar = 1] Magic Stone [Card Mod: Buel = 1/Grat = 1/Jelleye = 1] Wizard Stone [Tool-RF: Draw Scroll = 10/Gambler Spirit = 10/GF Scroll = 10/Item Scroll = 10/ Magic Scroll = 10]/[Card Mod: Imp = 1/Vysage = 1] Ochu Tentacle [Card Mod: Ochu = 1] Healing Water [n/a] Cockatrice Pinion [Card Mod: Cockatrice = 1/Iguion = 1] Zombie Powder [Card Mod: Blood Soul = 1] Lightweight [Card Mod: Cerberus = 100] Sharp Spike [Card Mod: Death Claw = 1/Grand Mantis = 1] Screw [Card Mod: Geezard = 5] Saw Blade [Card Mod: Belhelmel = 1] Mesmerize Blade [Card Mod: Mesmerize = 1] Vampire Fang [Card Mod: Red Bat = 1] Fury Fragment [Card Mod: Blue Dragon (4) = 1] Betrayal Sword [Card Mod: Forbidden = 1] Sleep Powder [n/a]
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Life Ring [Card Mod: Torama (5) = 1] Dragon Fang [n/a] BLUE MAGIC ITEMS Spider Web [Card Mod: Caterchipillar = 1] Coral Fragment [Card Mod: Creeps = 1] Curse Spike [Card Mod: Tri-Face = 1] Black Hole [Card Mod: Gesper = 1/Diablos = 100] Water Crystal [Card Mod: Fastitocalon-F (5) = 1/Fastitocalon = 1] Missile [n/a] Mystery Fluid [Card Mod: Gayla = 1] Running Fire [Card Mod: SAM08G = 1] Inferno Fang [Card Mod: Ruby Dragon (10) = 1] Malboro Tentacle [Card Mod: Malboro (4) = 1] Whisper [n/a] Laser Cannon [n/a] Barrier [Card Mod: Behemoth (10) = 1] Power Generator [n/a] Dark Matter [Tool-RF: Curse Spike (100)* = 1] * Siren must be Level 100 COMPATIBILITY ITEMS Bomb Fragment [Card Mod: Bomb = 1] Red Fang [Card Mod: Hexadragon (3) = 1] Arctic Wind [Card Mod: Glacial Eye = 1] North Wind [Card Mod: Snow Lion = 1/Shiva = 100] Dynamo Stone [Card Mod: Blitz = 1/Quezacotl = 100]
Shear Feather [Card Mod: Thrustaevis = 1] Venom Fang [Card Mod: Anacondaur = 1] Steel Orb [Card Mod: Wendigo = 1] Moon Stone [n/a] Dino Bone [Card Mod: T-Rexaur (2) = 1/Armadodo = 1/Sacred = 100] Windmill [Card Mod: Abyss Worm = 1/Pandemona = 100] Dragon Skin [n/a] Fish Fin [n/a] Dragon Fin [Card Mod: Grendel = 1] Silence Powder [n/a] Poison Powder [n/a] Dead Spirit [Card Mod: Odin = 100] Chef's Knife [Card Mod: Tonberry = 1/Tonberry King = 1] Cactus Thorn [Card Mod: Cactuar = 1/Jumbo Cactuar = 1] Shaman Stone [Tool-RF: Dark Matter = 1/Hungry Cookpot = 1/Rosetta Stone = 1] FORBIDDEN ITEMS HP Up [Forbid Med-RF: Gaea's Ring = 1] Str Up [Forbid Med-RF: Hyper Wrist (10) = 1/Monk's Code = 1] Vit Up [Forbid Med-RF: Adamantine (5) = 1/Knight's Code = 1] Mag Up [Forbid Med-RF: Royal Crown (10) = 1] Spr Up [Forbid Med-RF: Magic Armlet (10) = 1] Spd Up [Forbid Med-RF: Jet Engine (50) = 1/Rocket Engine (5) = 1/Aegis Amulet (2) = 1/ Hundred Needles = 1] Luck Up [Forbid Med-RF: Luck-J Scroll = 1] LuvLuv G [Tool-RF: Shaman Stone = 1]/[Card Mod: Chubby Chocobo Card = 100]
REFINING MAGIC
THUNDER/WIND MAGIC [T Mag-RF] Thunder [M-Stone Piece = 5] Thundara [Magic Stone = 5/Coral Fragment = 20] Thundaga [Wizard Stone = 5/Dynamo Stone = 20] Aero [Shear Feather = 20] Tornado [Windmill = 20] Mid Mag-RF [Thunder (5) = Thundara] High Mag-RF [Thundara (5) = Thundaga]/[Aero (10) = Tornado] WATER/ICE MAGIC [I Mag-RF] Blizzard [M-Stone Piece = 5] Blizzara [Magic Stone = 5/Arctic Wind = 20] Blizzaga [Wizard Stone = 5/North Wind = 20] Water [Fish Fin = 20/Water Crystal = 50] Mid Mag-RF [Blizzard (5) = Blizzara] High Mag-RF [Blizzara (5) = Blizzaga] FIRE MAGIC [F Mag-RF] Fire [M-Stone Piece = 5] Fira [Magic Stone = 5/Bomb Fragment = 20] Firaga [Wizard Stone = 5/Red Fang = 20/Bomb Spirit = 100/Phoenix Pinion = 100/Phoenix Spirit = 100] Flare [Flare Stone = 1/Inferno Fang = 20] Mid Mag-RF [Fire (5) = Fira] High Mag-RF [Fira (5) = Firaga] LIFE/RECOVERY MAGIC [L Mag-RF] Holy [Holy Stone = 1/Moon Stone = 20] Cure [M-Stone Piece = 5] Cura [Magic Stone = 5/Healing Water = 20] Curaga [Wizard Stone = 5/Tent = 10/Cottage = 20/Healing Mail = 20/Whisper = 50/Healing Ring = 100] Life [Life Ring = 20] Full-life [Regen Ring = 20/Phoenix Spirit = 100] Regen [Mesmerize Blade = 20] Zombie [Holy Water = 2/Zombie Powder = 20] Death [Death Stone = 1/Saw Blade = 10/Dead Spirit = 20/Chef's Knife = 30] Mid Mag-RF [Cure (5) = Cura] High Mag-RF [Cura (5) = Curaga] TIME/SPACE MAGIC [Time Mag-RF] Demi [Steel Orb = 15/Black Hole = 30] Quake [Dino Bone = 20] Double [Dragon Fin = 20]
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Triple [Rocket Engine = 50/Samantha Soul = 60/Three Stars = 100] Haste [Magic Stone = 5/Lightweight = 20/Accelerator = 100/Aegis Amulet = 100] Slow [M-Stone Piece = 5/Spider Web = 20] Stop [Wizard Stone = 5] High Mag-RF [Double (10) = Triple] STATUS MAGIC [ST Mag-RF] Bio [Antidote = 1/Wizard Stone = 5/Venom Fang = 20/Malboro Tentacle = 40] Sleep [Sleep Powder = 20] Blind [Eye Drops = 1/Ochu Tentacle = 30] Silence [Echo Screen = 2/M-Stone Piece = 5/Silence Powder = 20] Confuse [Betrayal Sword = 20] Berserk [Magic Stone = 5/Steel Pipe = 20] Break [Soft = 3/Cockatrice Pinion = 20] Meltdown [Mystery Fluid = 10] Pain [Curse Spike = 10] SUPPORT MAGIC [Supt Mag-RF] Esuna [M-Stone Piece = 5/Remedy = 5/Dragon Fang = 20/Med Kit = 100] Dispel [Magic Stone = 5/Saw Blade = 20/Wizard Stone = 20] Protect [Protect Stone = 1/Turtle Shell = 30/Giant's Ring = 60/Steel Curtain = 100] Shell [Shell Stone = 1/Barrier = 40/Rune Armlet = 40/Moon Curtain = 100] Reflect [Dragon Skin = 20/Glow Curtain = 100] Drain [Vampire Fang = 20] Aura [Aura Stone = 1/Fury Fragment = 5] FORBIDDEN MAGIC [Forbid Mag-RF] Meteor [Meteor Stone = 1/Star Fragment = 5] Ultima [Ultima Stone = 1/Pulse Ammo (5) = 1/Energy Crystal = 3/Dark Matter = 100]
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
Grat/1 = Magic Stone Buel/1 = Magic Stone Mesmerize/1 = Mesmerize Blade Glacial Eye/1 = Arctic Wind Belhelmel/1 = Saw Blade Thrustaevis/1 = Shear Feather Anacondaur/1 = Venom Fang Creeps/1 = Coral Fragment Grendel/1 = Dragon Fin Jelleye/1 = Magic Stone Grand Mantis/1 = Sharp Spike LEVEL 3 Forbidden/1 = Betrayal Sword Armadodo/1 = Dino Bone Tri-Face/1 = Curse Spike Fastitocalon/1 = Water Crystal Snow Lion/1 = North Wind Ochu/1 = Ochu Tentacle SAM08G/1 = Running Fire Death Claw/1 = Sharp Spike Cactuar/1 = Cactus Thorn Tonberry/1 = Chef's Knife Abyss Worm/1 = Windmill LEVEL 4 Turtapod/5 = Healing Mail Vysage/1 = Wizard Stone T-Rexaur/2 = Dino Bone Bomb/1 = Bomb Fragment Blitz/1 = Dynamo Stone Wendigo/1 = Steel Orb Torama/5 = Life Ring Imp/1 = Wizard Stone Blue Dragon/4 = Fury Fragment Adamantoise/3 = Turtle Shell Hexadragon/3 = Red Fang LEVEL 5 Iron Giant/3 = Star Fragment Behemoth/10 = Barrier Chimera/10 = Regen Ring PuPu*/1 = Hungry Cookpot Elastoid/1 = Steel Pipe GIM47N/1 = Fast Ammo (10) Malboro/4 = Malboro Tentacle Ruby Dragon/10 = Inferno Fang Elnoyle/10 = Energy Crystal Tonberry King/1 = Chef's Knife
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Wedge, Biggs/1 = X-Potion * PuPu's card is a one-of-a-kind card that can only be obtained by completing the UFO? Optional Quest BOSS CARDS Boss Cards are more difficult to come by than Monster Cards. On rare occasion you can acquire these cards in battle by transforming certain monsters using the Card command. Additionally, Boss Cards can be won from the more skilled card players in the game. Listed below you'll find the name of each card followed by the item you can refine from it and the monsters that sometimes transform into it. LEVEL 6 Fujin, Raijin/1 = X-Potion/[Iron Giant, Jelleye] Elvoret/1 = Death Stone (10)/[Ochu, Bite Bug] X-ATM092/2 = Turtle Shell/[SAM08G, Red Bat] Granaldo/1 = G-Returner/[Death Claw, Blobra] Gerogero/10 = Circlet/[Cactuar, Gayla] Iguion/1 = Cockatrice Pinion/[Tonberry, Gesper] Abadon/1 = Dark Ammo (30)/[Abyss Worm, Blood Soul] Trauma/1 = Demolition Ammo (30)/[Turtapod, Caterchipillar] Oilboyle/1 = Fire Ammo (30)/[GIM47N, Cockatrice] Shumi Tribe/5 = Gambler Spirit/[T-Rexaur, Grat] Krysta/1 = Holy Stone (10)/[Bomb, Buel] LEVEL 7 Propagator/1 = G-Mega-Potion/[Blitz, Mesmerize] Jumbo Cactuar/1 = Cactus Thorn/[Wendigo, Glacial Eye] Tri-Point/40 = Jet Engine/[Torama, Belhelmel] Gargantua/10 = Strength Love/[Imp, Thrustaevis] Mobile Type 8/1 = Shell Stone (10)/[Blue Dragon, Anacondaur] Sphinxara/1 = G-Mega-Potion/[Adamantoise, Creeps] Tiamat/1 = Flare Stone (10)/[Hexadragon, Grendel] BGH251F2/1 = Protect Stone (10)/[Behemoth, Grand Mantis] Red Giant/1 = Meteor Stone (5)/[Chimera, Forbidden] Catoblepas/1 = Rename Card/[Elnoyle, Armadodo] Ultima Weapon/1 = Ultima Stone/[Elastoid, Tri-Face] GF CARDS & PLAYER CARDS GF Cards and Player Cards are one-of-a-kind cards that can only be obtained by winning specific battles or by challenging the right person to a game of cards at the right time. Listed below you'll find the name of each card followed by the item you can refine from it, where you can find it and which section of the walk-through explains how to get it. GF CARDS LEVEL 8
Chubby Chocobo/1 = LuvLuvG (100)/[Student (Queen of Cards)] Angelo/1 = Elixir (100)/[Watts (First Mission)] Gilgamesh/1 = Holy War (10)/[King (CC Group)] MiniMog/1 = Pet House (100)/[Junior Classman (Fire Cavern)] Chicobo/1 = Gysahl Greens (100)/[Chicobo (Chocobo Forests)] Quezacotl/1 = Dynamo Stone (100)/[Mayor Dobe (Fishermans Horizon)] Shiva/1 = North Wind (100)/[Zone (White SeeD Ship)] Ifrit/1 = Elem Atk (3)/[Ifrit (Fire Cavern)] Siren/1 = Status Atk (3)/[Dollet Pub Owner (Dollet)] Sacred/1 = Dino Bone (100)/[Minotaur (Tomb of the Unknown King)] Minotaur/1 = Adamantine (10)/[Unknown King (Tomb of the Unknown King)] LEVEL 9 Carbuncle/1 = Glow Curtain (3)/[Heart (CC Group)] Diablos/1 = Black Hole (100)/[Diablos (First Mission)] Leviathan/1 = Doc's Code (3)/[Joker (CC Group)] Odin/1 = Dead Spirit (100)/[Odin (Centra Ruins)] Pandemona/1 = Windmill (100)/[Balamb Hotel Owner (Occupied Balamb)] Cerberus/1 = Lightweight (100)/[Cerberus (Clash of the Gardens)] Alexander/1 = Moon Curtain (3)/[Piet (Rinoa)] Phoenix/1 = Phoenix Spirit (3)/[Presidential Aide (Queen of Cards)] Bahamut/1 = Megalixir (100)/[Bahamut (Deep Sea Research Center)] Doomtrain/1 = Status Guard (3)/[Bartender (Queen of Cards)] Eden/1 = Monk's Code (3)/[Ultima Weapon (Deep Sea Research Center)] PLAYER CARDS LEVEL 10 Ward/1 = Gaea's Ring (3)/[Doc Odine (Esthar)] Kiros/1 = Accelerator (3)/[Man (Queen of Cards)] Laguna/1 = Hero (100)/[Ellone (Rinoa)] Selphie/1 = Elem Guard (3)/[Selphie's Friend (Trabia Garden)] Quistis/1 = Samantha Soul (3)/[Trepe Groupie #1 (Fire Cavern)] Irvine/1 = Rocket Engine (3)/[Flo (Queen of Cards)] Zell/1 = Hyper Wrist (3)/[Ma Dincht (SeeD Inauguration)] Rinoa/1 = Magic Armlet (3)/[General Caraway (Deling City)] Edea/1 = Royal Crown (3)/[Edea (White SeeD Ship)] Seifer/1 = Diamond Armor (3)/[Cid (SeeD Inauguration)] Squall/1 = Three Stars (3)/[Laguna (Time Compression)]
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Status Abnormalities
Following the name of each status abnormality you'll find a brief description of its effect; the Magic, Items and/or Commands that cause it; and the Magic, Items, Commands and/or passive means to remove it.
STATUS EFFECTS
BERSERK Target's strength goes up, but commands are disabled, and the character fights continuously. Cause: [M: Berserk] Remove: [M: Esuna]/[I: Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment]/[end of battle] CONFUSE Disables target's commands and causes attacks against both allies and enemies. Cause: [M: Confuse] Remove: [M: Esuna]/[I: Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment]/[receive physical attack, end of battle]
CURSE Disables Limit Break. Cause: none Remove: [I: Holy Water, Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment]/[passage of time, end of battle] DARKNESS Character becomes blind, and all attacks miss more often. The status remains after battle. Cause: [M: Blind] Remove: [M: Esuna]/[I: Eye Drops, Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment] DOOM KOs target when timer reads 0. Cause: [C: Doom] Remove: [I: Remedy+, Elixir, Megalixir]/[C: Treatment]/[passage of time, end of battle] KO/DEATH KO means that the character's HP is 0 and s/he is disabled in battle. Death is KO caused by a status change. The status remains after battle. Cause: [M: Death]/[I: Death Stone] Remove: [M: Life, Full-life]/[I: Phoenix Down, Mega Phoenix]/[C: Revive] PETRIFY Turns target into stone. Not KO, but if all party members are afflicted, the game ends. The status remains after battle. Cause: [M: Break] Remove: [M: Esuna]/[I: Soft, Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment] PETRIFYING Target petrified when timer reaches 0. Cause: none Remove: [M: Esuna]/[I: Soft, Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment]/[passage of
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time, end of battle] POISON HP decrease with each action. The status remains after battle. Cause: [M: Bio] Remove: [M: Esuna]/[I: Antidote, Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment] SILENCE Target becomes mute. Magic, GF, and Draw commands are disabled. The status remains after battle. Cause: [M: Silence] Remove: [M: Esuna]/[I: Echo Screen, Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment] SLEEP Puts target to sleep, and no commands are usable. Cause: [M: Sleep] Remove: [M: Esuna]/[I: Remedy, Remedy+, Elixir, Megalixir]/[C: Treatment]/[receive physical attack, passage of time, end of battle] SLOW Slows down target. Takes more time for the ATB guage to fill up. Cause: [M: Slow] Remove: [M: Esuna]/[I: Remedy+, Elixir, Megalixir]/[C: Treatment]/[passage of time, end of battle] STOP Stops target and disables commands. Cause: [M: Stop] Remove: [M: Esuna]/[I: Remedy+, Elixir, Megalixir]/[C: Treatment]/[passage of time, end of battle] VIT 0 Target's Vit becomes 0.
Cause: [M: Meltdown] Remove: [M: Esuna]/[I: Remedy+, Elixir, Megalixir]/[C: Treatment]/[end of battle] ZOMBIE Attack power goes up, but recovery magic and items cause damage. Cause: [M: Zombie] Remove: [M: Esuna]/[I: Holy Water, Remedy, Remedy+]/[C: Treatment]
MAGIC EFFECTS
AURA Activates Limit Break more often. Cause: [M: Aura]/[I: Aura Stone] Remove: [M: Dispel]/[passage of time, end of battle] DOUBLE Enables use of 2 magic spells simultaneously. Cause: [M: Double] Remove: [M: Dispel]/[end of battle] FLOAT Target floats off the ground and receives no damage from Earth attacks. Cause: [M: Float] Remove: [M: Dispel]/[passage of time, end of battle] HASTE Speeds up target. ATB gauge fills up quickly. Protection status also expire more quickly. Cause: [M: Haste] Remove: [M: Dispel]/[passage of time, end of battle] PROTECT Reduces physical attack damage received by 1/2. Cause: [M: Protect]/[I: Protect Stone] Remove: [M: Dispel]/[passage of time, end of battle] REFLECT Reflects magic that targets single enemy, though some magic cannot be reflected. Cause: [M: Reflect] Remove: [M: Dispel]/[passage of time, end of battle] REGEN
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Target's HP recovers slowly during battle. Cause: [M: Regen] Remove: [M: Dispel]/[passage of time, end of battle] SHELL Reduces magic attack damage received by 1/2. Cause: [M: Shell]/[I: Shell Stone] Remove: [M: Dispel]/[passage of time, end of battle] TRIPLE Enables use of 3 magic spells simultaneously. Cause: [M: Triple] Remove: [M: Dispel]/[end of battle]
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Final Fantasy VIII for PlayStation Final Fantasy VIII for PC Square's Official Website
Guide written by Finn White Graphics by Peer For feedback or questions, e-mail IGNguides at: editors@ignguides.com.
09: [N Y N N N N N N Y Y] 10: [Y N N N N N N N Y N] 11: [Y Y N Y Y N Y N N Y] 12: [N Y N N Y N Y N Y N] 13: [Y N N N Y N N N N N] 14: [Y Y Y Y N Y Y N Y N] 15: [Y Y N N N N N Y N Y] 16: [Y N N Y N Y N N Y N] 17: [Y N N N Y N N Y N N] 18: [Y N N N Y N N N N N] 19: [Y N N Y N N N N N Y] 20: [Y Y N Y N Y Y Y N N] 21: [Y Y Y Y N N Y Y Y N] 22: [N N N Y N N N Y Y N] 23: [Y N N N N Y Y Y Y Y] 24: [Y Y N N Y Y N N N Y] 25: [Y N Y Y Y N N Y N N] 26: [Y Y N Y N Y N Y N N] 27: [N Y N N N N Y N Y N] 28: [Y N N Y Y Y N Y N N] 29: [N N N Y Y N N N Y N] 30: [N Y N N N N Y N N N]
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Enemies
Following the name of each enemy you'll find the information provided during a Scan (the text and specifics regarding its strengths and weaknesses) and a selective list of locations where you might encounter it (the list is by no means comprehensive). ABADON A monster born of ancient bones deep in Great Salt Lake. It's assumed that it came to life after the Great Salt Lake dried up. [Undead Monster/Weak against Fire, Holy]/[Great Salt Lake] ABYSS WORM A head protruding the earth. Only a part of the body is exposed. Uses Earthquake when attacked by enemies. [Weak against Wind, Water/Earth has no effect]/[Esthar: Kashkabald Desert (desert)/Galbadia (desert): Dingo Desert, Great Plains] ADAMANTOISE Its high defense ability makes it difficult to defeat. Owns rare items that make it worth the effort. [Weak against Fire, Earth]/[Dollet: Long Horn Island (beach)] ADEL Esthar's ruler before Laguna and company confined her. Released by Ultimecia, and regaining strength. [Lunatic Pandora] (see Rinoa) ANACONDAUR A large venomous snake that uses squeeze attacks. Use caution when its HP are low; it spits
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poisonous fluid. [Weak against Ice/Strong against Fire/Absorbs Poison]/[Dollet Mountain Hideout/Dollet: Hasberry Plains (forest)/Timber (forests): Obel Lake, Roshfall Forest, Yaulny Canyon/Deep Sea Research Center] ARMADODO The legs are small compared to the body, and it falls easily when attacked with force. [Tomb of the Unknown King/Centra Ruins] BAHAMUT Called the King of GF; its Mega Flare ignores all defense. Gives assistance freely to those who show their power. [Flying Monster/Thunder, Wind have no effect/Strong against Poison]/ [Deep Sea Research Center Lb] BASE LEADER Galbadia Missile Base security leader. Stronger than regular Galbadian soldiers. [Weak against Poison]/[Galbadia Missile Base] BASE SOLDIER Galbadia Missile Base security soldiers. Paid a little better than regular Galbadian soldiers. [Galbadia Missile Base] BEHEMOTH Uses powerful magic, such as Meteor. A strong enemy that's hard to defeat. [Deep Sea Deposit] BELHELMEL Has a rotating blade around its face. Its battle tactics change when its face changes. [Flying Monster/Weak against Holy/Strong against Thunder]/[Galbadia D-District Prison/Galbadia Missile Base/Galbadia: Dingo Desert, Great Plains, Lallapalooza Canyon, Monterosa Plateau, Wilburn Hill] BGH251F2 (1st encounter) Named Iron Clad for its defense capability. The main cannon is more powerful than X-ATM092's Ray-Bomb. [Weak against Thunder, Earth, Water/Poison has no effect]/ [Galbadia Missile Base] (2nd encounter) Out of control after being destroyed at the Missile Base. Can only fight for a short amount of time. [Weak against Thunder, Earth, Water/Poison has no effect]/[Fishermans Horizon] BIGGS (1st encounter) A Galbadian Major. Activated the Dollet Communication Tower. Very shorttempered. [Dollet Comm Tower] (see Wedge, 1st encounter) (2nd encounter) He was a major during the Dollet Communication Tower Operation, but was demoted after the operation failed. Hates SeeD. [Galbadia D-District Prison] (see Wedge, 2nd encounter) BITE BUG A bug monster that flies. Stay calm and attack precisely. It's not a very strong enemy. [Flying Monster/Weak against Ice, Wind]/[Balamb Garden/Balamb: Alcauld Plains, Raha Cape, Rinual Coast/Trabia: Albatross Archipelago, Bika Snowfield (forests), Vienne Mountains
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(mountains)/Winhill Village/Esthar: City] BLITZ Becomes electrified when attacked with Thunder. Attacking it while electrified causes thunder damage. [Absorbs Thunder]/[Esthar Talle Mountains] BLOBRA A half-liquid creature resistant to physical attacks. Elemental weakness differ with each one that appears. [Very weak against ? (Scan for elemental weakness)]/[Tomb of the Unknown King/B-Garden MD Level/Centra Ruins] BLOOD SOUL Floats with gas that fills its body. Looks weak, but its status-changing attacks may prove otherwise. [Undead Flying Monster/Very weak against Holy/Weak against Fire/Strong against Poison]/[B-Garden MD Level/Galbadia: Dingo Desert, Great Plains, Lallapalooza Canyon, Monterosa Plateau, Wilburn Hill/Timber: Shenand Hill/Winhill: Humphrey Archipelago, Winhill Bluffs/Deep Sea Research Center] BLUE DRAGON A dragon that walks on 2 legs. Attacks with breath that causes status changes and drops a rare item called Fury Fragment. [Weak against Ice/Absorbs Poison]/[Trabia Bika Snowfield (forests)/Island Closest to Hell] BOMB A monster powered by fire. Usually calm, but still a dangerous monster that becomes gigantic or explodes when attacked. [Flying Monster/Very weak against Ice/Weak against Wind/ Absorbs Fire]/[Fire Cavern/Balamb Garden/Esthar: Abadan Plains, Minde Island/Centra Ruins/ Deep Sea Research Center] BUEL Any magic attacks are almost completely ineffective. However, very weak against physical attacks. [Flying Monster/Weak against Wind, Holy]/[Fire Cavern/Tomb of the Unknown King/BGarden MD Level/Deep Sea Research Center] CACTUAR A speedy cactus of the desert. Damage always amounts to 1,000 with its special skill, 1,000 Needles. [Weak against Water]/[Esthar: Cactuar Island, Kashkabald Desert] CATERCHIPILLAR Uses an attack called Ultra Waves that damages all enemies. [Weak against Fire, Ice/Strong against Earth]/[Balamb (forests): Alcauld Plains, Rinual Coast/Winhill Village/Balamb Garden/ Esthar West Coast] CATOBLEPAS Uses magic as well as physical attacks. Its skill with Thunder magic allows it to increase damage. [Weak against Earth, Water/Absorbs Thunder]/[Ultimecia Castle Treasure Rm] CERBERUS A 3-headed demon-dog of hell. In Triple, each of the 3 heads uses different magic. The tail is also powerful. [Wind has no effect/Absorbs Thunder]/[Galbadia Garden Hall (Clash of the Gardens)]
CHIMERA A monster with 4 heads that use magic, physical attacks, status changes, and their original skill, Aqua Breath. [Weak against Holy/Poison has no effect/Absorbs Thunder, Wind, Water]/ [Island Closest to Heaven. COCKATRICE Petrifies enemies with its stare. Uses thunder by flapping its wings. Uses Electrocute when fully grown. [Weak against Wind/Thunder, Poison have no effect]/[Esthar: Grandidi Forest (forests)/Galbadia: Lallapalooza Canyon/Timber: Obel Lake (forests), Roshfall Forest (forest), Shenand Hill, Yaulny Canyon (forests)/Trabia: Vienne Mountains (mountains)] CREEPS Has a flat black body like a shadow. Said to be a living creature. Kills its opponent when it dies. [Weak against Holy/Thunder has no effect]/[Deling City Sewer] DEATH CLAW A monster with 4 sharp claws. Attacks with sheer power, but also uses gas attacks. [Galbadia Garden (Clash of the Gardens)] DIABLOS A mysterious GF living in another dimension. Uses a powerful gravity attack called Gravija. [Flying Monster/Weak against Wind]/[Magical Lamp] DROMA Born from Trauma, a small support machine. Despite its small size, uses Pulse Cannon just like Trauma. [Flying Monster/Weak against Wind]/[Ultimecia Castle Art Gallery] (see Trauma) EDEA (1st encounter) A powerful sorceress and ruler of Galbadia. Her sorceress powers may be the most powerful in the world. [Deling City Parade (Assassination)] (2nd encounter) A sorceress bent on conquering the world. Hired Galbadia Garden forces to destroy SeeD, which stands in her way. [G-Garden Auditorium (Clash of the Gardens)] (see Seifer, 3rd encounter) ELASTOID Anti-personnel weapon made in Esthar. Floats with an anti-gravity engine. Attacks with its 4 pliable metallic legs. [Weak against Thunder/Poison has no effect]/[Centra Excavation Site/ Lunatic Pandora Laboratory] ELITE SOLDIER An officer acting together with Galbadian soldiers. Defeat him first, before he uses recovery magic on the other soldiers. [Weak against Poison]/[Dollet (SeeD Field Exam)/Timber (Timber TV Station)/Galbadia D-District Prison] ELNOYLE A powerful monster. Uses magic, but also uses Tail Needle, which causes heavy damage. [Flying Monster/Weak against Wind]/[Esthar City] ELVORET A monster that lives in the abandoned Dollet Communication Tower. No one knows where it came from. [Flying Monster/Poison has no effect]/[Dollet Comm Tower]
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ESTHAR SOLDIER (Normal) Esthar soldier who uses both gun and sword. Shotgun attack can cause major damage. Not a strong enemy. [Weak against Poison]/[Centra Excavation Site/Lunatic Pandora Lab] (Cyborg) A cyborg in the form of an Esthar soldier, but far stronger. It only uses physical attacks. [Weak against Thunder/Poison has no effect]/[Centra Excavation Site/Lunatic Pandora Lab] FAKE PRESIDENT President Deling's double. Attacks in a strange way, but not very strong. However... [The President's Private Train] (see Gerogero) FASTITOCALON A fish that swims in the ground. Only the fin can be seen. One theory says that it may be a shark. [Balamb (beach): Alcauld Plains, Rinual Coast/Galbadia (beaches, desert): Dingo Desert, Gotland Peninsula, Great Plains/Timber (beaches): Lanker Plains, Mandy Beach, Nanchucket Island, Roshfall Forest, Yaulny Canyon/Trabia (beaches): Winter Island/Winhill (beaches): Humphrey Archipelago, Winhill Bluffs] FORBIDDEN Undead soldier. Not afraid of death. Its death blow kills enemies with one hit. [Undead Monster/Very weak against Holy/Weak against Fire/Poison has no effect]/[Centra Ruins/ Esthar: Grandidi Forest (forests)] FUJIN (1st encounter) Looking for Ellone under Seifer's command. Uses wind magic and attacks with Pinwheel. [Weak against Poison/Absorbs Wind]/[Balamb] (see Raijin, 1st encounter) (2nd encounter) Assisting Seifer inside Lunatic Pandora. Uses support magic, as well as attack magic. [Weak against Poison/Absorbs Wind]/[Lunatic Pandora] (see Raijin, 2nd encounter) FUNGUAR A giant walking mushroom. Uses status change attacks with damage attacks. [Timber Forest/ Dollet: Hasberry Plains (forest)/Galbadia: Gotland Peninsula, Lallapalooza Canyon, Rem Archipelago, Wilburn Hill/Timber: Lanker Plains, Mandy Beach, Nanchucket Island, Obel Lake, Roshfall Forest, Shenand Hill, Yaulny Canyon] G-SOLDIER Galbadian soldier that uses magic with a sword. Strong enough, but nowhere near as strong as any SeeD member. [Weak against Poison]/[Dollet/Timber (Timber TV Station)/Galbadia Missile Base/Balamb] GARGANTUA A large monster, but it mainly uses magic to attack. Physical attacks anger it, and it may counterattack. [Ultimecia Castle Armory] GAYLA Puts enemies to sleep, then attacks. Spits fluid which removes an enemy's strength while asleep. [Flying Monster/Weak against Wind]/[Trabia Bika Snowfield/Esthar West Coast, City]
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GEEZARD Lives in humid places. It sneak-attacks humans that pass by. Uses status attack when fully grown. [Dollet Mountain Hideout (SeeD Field Exam)/Timber Forest/Galbadia D-District Prison/ Galbadia Missile Base/B-Garden MD Level/Centra: Cape of Good Hope, Serengetti Plains/ Dollet: Hasberry Plains, Long Horn Island, Malgo Peninsula/Galbadia: Dingo Desert, Gotland Peninsula, Great Plains, Lallapalooza Canyon, Monterosa Plateau, Rem Archipelago, Wilburn Hill/Timber: Lanker Plains, Mandy Beach, Nanchucket Island, Obel Lake, Roshfall Forest, Shenand Hill, Yaulny Canyon] GEROGERO A monster that posed as President Deling. Attacks with its deformed arms and status attacks. [Undead Monster/Very weak against Holy/Weak against Fire, Earth/Poison has no effect]/[The President's Private Train] (see Fake President) GESPER Esthar's defective weapon. Attacks enemies and allies alike. Degenerator destroys opponents. [Weak against Poison]/[Centra Excavation Site] GIM47N An older type of Galbadian support weapon. Has a laser cannon, but mostly punches using the steel orbs on both hands. [Weak against Thunder, Earth, Water/Poison has no effect]/ [Galbadia D-District Prison/Fishermans Horizon] GIM52A A Galbadian machine that attacks with magic and missiles. The more advanced models use high-powered beams. [Galbadia D-District Prison/Galbadia Garden (Clash of the Gardens)] GLACIAL EYE A floating monster that uses Ice magic. When running low on HP, uses Vampire to suck HP from opponents. [Flying Monster/Weak against Fire/Ice has no effect]/[Balamb Garden/ Balamb: Alcauld Plains, Gaulg Mountains, Rinual Coast/Trabia: Albatross Archipelago/Esthar West Coast, City] GRANALDO A large insect-type monster that is a survivor of some ancient race. Uses its large spikes and tail to attack. [Flying Monster/Weak against Wind]/[B-Garden Training Center (SeeD Inauguration)/B-Garden Hallway (Balamb Garden)] GRAND MANTIS Used to live in water, but now lives above ground. Skewers enemies with its large claw and causes major damage. [Weak against Ice, Thunder/Strong against Water]/[Deling City Sewer] GRAT Its body is mostly a digestive bag. Digests enemies by catching them with its vine. Uses a gas attack that causes Sleep. [Weak against Fire, Ice]/[B-Garden Training Center/Balamb Garden] GRENDEL A smaller type of dragon, sometimes appears in groups of 2. May be more dangerous than other dragons. [Weak against Earth, Wind, Holy]/[Balamb Garden/Galbadia: Lallapalooza Canyon (highlands)/Timber: Shenand Hill (highlands), Yaulny Canyon (forests)/Winhill: Winhill Bluffs (highlands)/Deep Sea Research Center, Deep Sea Deposit/Island Closest to Hell]
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GRIEVER In Squall's mind, the strongest GF. Through Ultimecia's power, continues fighting without vanishing. [Flying Monster]/[Ultimecia Castle Master Room] (see Ultimecia, 2nd form) GUARD Prison security guard. A Galbadian soldier trained in sleep magic to capture escapees. [Weak against Poison]/[Galbadia D-District Prison] HELIX Ultimecia's magic power amplifier. By combining the 2 amplifiers, her power can be amplified greatly. [Flying Monster]/[Ultimecia Castle Master Room] (see Ultimecia, 2nd form) HEXADRAGON A type of mutated dragon born with six eyes. Uses fire magic and special breath attacks. [Weak against Water/Absorbs Fire, Poison]/[Island Closest to Heaven (highlands)/Island Closest to Hell] IFRIT Fire GF; uses fire magic. It's a strong opponent but, as it is a part of Garden's exam, not impossible to defeat. [Weak against Ice/Absorbs Fire]/[Fire Cavern] IGUION A mutation of a gateway decoration. Uses Petrify attacks. Someone has given it the Reflect power. [Weak against Earth, Holy/Fire, Poison have no effect]/[Deling City Presidential Residence] IMP A devilish-looking monster with wings. Uses powerful magic despite its small size. [Weak against Holy/Earth has no effect/Strong against Poison]/[Deep Sea Deposit] IRON GIANT Hard to damage due to the steel armor. Doesn't use magic, but its sword causes significant damage. [Weak against Thunder/Poison has no effect]/[Deep Sea Deposit/Lunatic Pandora] JELLEYE Changes tactics as the battle progresses. Its magic also changes from fire to ice, to thunder, etc. [Very weak against Holy/Weak against Wind]/[Centra: Lenown Plains, Nectar Peninsula, Serengetti Plains/Esthar: Minde Island] JUMBO CACTUAR Some Cactuars live long lives and grow huge. This Jumbo Cactuar is one of those. [Weak against Water]/[Esthar: Cactuar Island] KRYSTA Born of a jewel in Ultimecia's Castle. Responds quickly to attacks. Counter-attacks immediately. [Flying Monster/Ice has no effect]/[Ultimecia Castle Terrace] LEFTY A large left hand protruding from the earth. Sometimes cures party members with abnormalities. [Weak against Holy]/[Great Salt Lake/Timber: Shenand Hill/Winhill: Humphrey Archipelago, Winhill Bluffs] (see Righty, Vysage)
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MALBORO Uses Bad Breath, which causes all status abnormalities. Be ready with status defenses before fighting. [Weak against Fire, Ice/Earth has no effect/Absorbs Poison]/[Esthar: Great Plains/ Island Closest to Heaven/Island Closest to Hell] MESMERIZE Has a large blade for a horn. This blade has a healing effect when used as an item or to make magic. [Trabia Bika Snowfield/Esthar Great Plains of Esthar, West Coast] MINOTAUR Sacred's older brother. This Earth GF has healing ability, as long as his feet are on the ground. [Weak against Poison, Wind/Absorbs Earth]/[Tomb of the Unknown King] (see Sacred) MOBILE TYPE 8 (Mobile Type 8) Its beam and laser attacks go far beyond the damage of any modern weapons. [Flying Monster/Weak against Thunder] (Left Probe) Mobile Type 8's left shoulder. Acts on its own as a machine. Has auto-recovery and attack functions. (Right Probe) Mobile Type 8's right shoulder. Acts on its own as a machine. Has autorecovery and attack functions. [Lunatic Pandora] NORG (NORG Pod) A defensive shelter protecting Master NORG. The shelter must be destroyed in order to attack NORG, who is inside the shelter. [Poison has no effect/Strong against Thunder] (Left Orb) NORG's support system with auto-recover functions that restore any damage. Uses attack Magics. [Fire, Ice, Thunder, Earth, Poison, Wind, Water, Holy have no effect] (Right Orb) NORG's support system with auto-recover functions that restore any damage. Uses status-changing attacks. [Fire, Ice, Thunder, Earth, Poison, Wind, Water, Holy have no effect] (NORG) Master of Balamb Garden. Opposes Headmaster Cid in trying to control Balamb Garden. [Weak against Wind/Poison has no effect]/[B-Garden Master Room] OCHU Likes to live in forests. Attacks with its tentacles and also status-changing attacks. [Weak against Fire, Ice/Earth has no effect]/[Timber (forests): Obel Lake, Roshfall Forest, Yaulny Canyon/Island Closest to Heaven] ODIN A legendary GF that sleeps in a dungeon. Zantetsuken cuts anything that stands in its way. [Centra Ruins] OILBOYLE This creature lives underground. Its slimy body is full of oil. Attacks by spitting oil. [Weak
against Fire/Water has no effect]/[B-Garden MD Level] OMEGA WEAPON Stronger than Ultima Weapon, Omega Weapon is the strongest monster. It is bad luck to run into this monster. [Ultimecia Castle Chapel] PARATROOPER Soldier assigned to Galbadia Garden. Specializes in sneak attacks. Much stronger than regular Galbadian soldiers. [Weak against Poison]/[Balamb Garden (Clash of the Gardens)] PROPAGATOR A monster living in the Spaceship Ragnarok. Very violent in nature, it attacks anything that moves within the ship. [Ragnarok] PUPU An alien from another planet. Someone destroyed its UFO, and the alien is in need of help. [Balamb: Alcauld Plains] RAIJIN (1st encounter) Looking for Ellone with Fujin. Good at physical attacks. Tries to act cool around other people. [Weak against Poison/Absorbs Thunder]/[Balamb] (see Fujin, 1st encounter) (2nd encounter) Works with Fujin and Seifer. Still relies on his strength, but can now use support magic as well. [Weak against Poison/Absorbs Thunder]/[Balamb] (see Fujin, 2nd encounter) RALDO May look slow due to its stone-like body, but it is actually quite fast. May appear in numbers. [B-Garden Training Center (SeeD Inauguration)/Ultimecia Castle Courtyard] RED BAT A type of bat with a huge mouth. Lurks in dark places. Dives quickly from the air to bite its target. [Flying Monster/Weak against Wind]/[Fire Cavern/Deling City Sewer] RED GIANT A giant machine powered by magic. Its high defensive power makes it difficult to damage, except with magic or GF. [Ultimecia Castle Prison Cell] RIGHTY A large right hand protruding the earth. Can't use magic. Uses its strength to attack with force. [Weak against Holy]/[Great Salt Lake/Timber: Shenand Hill/Winhill: Humphrey Archipelago, Winhill Bluffs] (see Lefty, Vysage) RINOA Rinoa being Junctioned by Adel. Immobile, because Adel is absorbing her powers. Can be released by defeating Adel. [Lunatic Pandora] (see Adel) RUBY DRAGON String and smart dragon. If enemies are using Reflect, it casts Reflect on itself to mirror the attack. [Weak against Ice, Holy/Absorbs Fire, Wind]/[Trabia Canyon/Deep Sea Research Center, Deep Sea Deposit/Island Closest to Hell]
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SACRED Earth GF in Tomb of the Unknown King. Recovers by power of the earth. Attacks with a large steel orb. [Weak against Poison, Wind]/[Tomb of the Unknown King] (see Minotaur) SAM08G A living weapon made by Galbadia. Carries a 155mm cannon on both shoulders and a 60mm Vulcan cannon in its mouth. [Weak against Thunder, Poison]/[Galbadia Missile Base/ Fishermans Horizon/Balamb Garden (Clash of the Gardens)] SEIFER (1st encounter) Decided to become a Sorceress' Knight under Edea. Uses fire magic in conjunction with sword attacks. [Weak against Poison]/[Deling City Parade (Assassination)] (2nd encounter) Attacks with Edea to destroy SeeD. His sword skills have been refined, and he has gained more skills. [Weak against Poison]/[G-Garden Master Room (Clash of the Gardens)] (3rd encounter) Defeated once, and still trying to fight to save his pride. HP is lower due to the defeat, but skills are higher. [Weak against Poison]/[G-Garden Auditorium (Clash of the Gardens)] (see Edea, 2nd encounter) (4th encounter) To retain his pride as Sorceress' Knight, he is determined to win. His skills are even more deadly. [Weak against Poison]/[Lunatic Pandora] SLAPPER A member of Galbadia Garden's demi-human ice-hockey club. Attacks with speed and team work. [G-Garden Gymnasium (Clash of the Gardens)] SNOW LION Lives in the northern snow fields. Takes time to defeat because of its high HP. Uses Ice Breath when angry. [Weak against Fire, Earth, Wind/ Absorbs Ice]/[Trabia: Bika Snowfield (forests)] "SORCERESS" Sorceress from beyond time who appeared due to Time Compression. Uses magic, but it is not very powerful. [Commencement Room] SPHINX (Sphinxaur) Protects the Hall of Ultimecia Castle. Defeated many enemies whose abilities were sealed. [Weak against Holy] (Sphinxara) Sphinx's true form. Attack tactics change completely in this form. Summons other monsters and uses Doom. [Weak against Holy]/[Ultimecia Castle Hall] T-REXAUR Alive sine the beginning of time, its power and HP are very high. It's better to run if you encounter one. [Weak against Ice/Strong against Poison]/[B-Garden Training Center/Balamb: Alcauld Plains (forests)/Island Closest to Hell] THRUSTAEVIS
A monster on the Galbadia continent. Usually swoops down to attack enemies, but also bites and causes wind gusts when in danger. [Flying Monster/Weak against Wind]/[Galbadia DDistrict Prison/Galbadia: Gotland Peninsula, Great Plains, Lallapalooza Canyon, Monterosa Plateau, Rem Archipelago, Wilburn Hill/Timber: Lanker Plains, Mandy Beach, Nanchucket Island, Obel Lake, Roshfall Forest, Shenand Hill, Yaulny Canyon] TIAMAT Used to be a GF. Became a monster under Ultimecia's power. Its Dark Flare destroys all enemies. [Flying Monster/Wind has no effect/Strong against Fire, Thunder]/[Ultimecia Castle Clock Tower] TONBERRY Mysterious being living in dungeons. Walks slowly toward the enemy and kills that enemy with the Chef's Knife. [Centra Ruins] TONBERRY KING The King of the Tonberries. Appears to seek revenge for all defeated Tonberries. [Centra Ruins] TORAMA Uses multiple magic attacks while sitting down. Even more powerful when it stands up to use its blaster attacks. [Esthar City] TRAUMA Ultimecia gave partial life to this weapon of the future. Pulse Cannon destroys any enemies in its way. [Flying Monster/Weak against Wind]/[Ultimecia Castle Art Gallery] (see Droma) TRI-FACE A monster with 3 heads. The 2 heads on the side are not real, but they bite and spit poison as if they were. [Very weak against Holy/Weak against Fire/Absorbs Poison]/[B-Garden MD Level/Galbadia Garden (Clash of the Gardens)/Deep Sea Research Center, Deep Sea Deposit/Island Closest to Heaven] TRI-POINT A living weapon Ultimecia made out of a dragon. Fire or ice are its weak points, but they change when attacked. [Flying Monster/Very weak against Fire OR Ice (Scan for elemental weakness)/Absorbs Thunder]/[Ultimecia Castle Wine Cellar] TURTAPOD Attacks with magic and sharp claws. When attacked, it may change to defense mode in order to protect itself from damage. [Esthar City] UFO? Unidentified flying object from outer space. [Esthar: Grandidi Forest (highlands)] ULTIMA WEAPON The strongest, ultimate monster. It's said to be impossible to defeat. [Deep Sea Deposit] ULTIMECIA (1st form) A sorceress trying to change the world by compressing time and taking power from all sorceresses. [Weak against Poison/Holy has no effect]
(2nd form) Ultimecia junctioned to Griever. A powerful monster that combines Ultimecia's and Griever's forces. [Flying Monster] (see Helix, Griever) (3rd form, upper body) Ultimecia, transformed to absorb all time and space. Absorbing all existence as we speak. [Flying Monster] (3rd form, lower body) The point from which Ultimecia's magic power generates. Casts the Ultimate magic through power generated here. [Flying Monster]/[Ultimecia Castle Master Room] VYSAGE A monster shaped like a face. Uses support magic and special attacks when attacking with Righty and Lefty together. [Weak against Holy]/[Great Salt Lake/Timber: Shenand Hill/Winhill: Humphrey Archipelago, Winhill Bluffs] (see Lefty, Righty) WEDGE (1st encounter) A Galbadian soldier assigned to Dollet Communication Tower. Always picked on by his superior, Major Biggs. [Poison has no effect]/[Dollet Comm Tower] (see Biggs, 1st encounter) (2nd encounter) Demoted along with Biggs for his part in the Dollet Communication Tower Operation. Unfortunately, still works under Biggs. [Galbadia D-District Prison] (see Biggs, 2nd encounter) WENDIGO A strong monster, but not good at using magic. Uses powerful physical attacks relying on its strength instead. [Galbadia D-District Prison/Dollet: Hasberry Plains (forest)/Galbadia: Gotland Peninsula, Great Plains, Lallapalooza Canyon (highlands), Monterosa Plateau (highlands), Rem Archipelago (highlands), Wilburn Hill/Timber (forests, highlands): Obel Lake, Roshfall Forest, Shenand Hill, Yaulny Canyon] X-ATM092 Galbadia's mobile attack weapon. AKA "Black Widow." Doesn't stop until it kills all enemies in its path. [Weak against Thunder/Poison has no effect]/[Dollet (Seed Field Exam)]
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