Index
Intro
Disc 1
Disc 2
Disc 3
Disc 4
SeeD Tests
Side Quests
Other GF
Cheats
Card Game
Card Mods
Weapons
Magazines
GF Abilities
Refine Abilities
Item List
Single Page Version
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Disclaimer
This is a walkthrough of Final Fantasy 8. As with any walkthrough, this document contains spoilers! It was developed for
FF8 English Language Version on the PC. Things should probably work just fine Play Station or alternate language version.
Currently this is the most complete walkthrough of FF8 on the net. As of this writing, it is 127 pages long when printed
from IE on WinXP and 93 when printed from Firefox on a Macintosh. This walkthrough is live now because it's pretty much
finished. In future versions, I plan to fill out the beastiary, items and magics section. Anyway, be sure to use the
contact page on this site to let me know what you think! My primary impetus for writing this walkthough was a lack of
Good Final Fantasy walkthoughs on the internet. Of course, that was many years ago, and there have been a few good sites
go up since then. At any rate, I still think mine is the best Final Fantasy VIII walkthrough around, though I will be the
first to admit that I'm biased. ;)
Walkthrough Notes
As I said above, all walkthroughs contain spoilers. What I've tried to do here is set this site up so that you can get
the information you need without having to read the whole document. Please see the points below for things you'll want to
know about that DON'T involve spoilers. I recommend reading them before even starting the game. Then play each section
first, saving at every possible point. When you finish a section, go back to the walkthrough and see if there is anything
you missed. I'll include various hints, tips, tricks and cheats I may have noticed along the way.
Points to Remember: (IE: Things I wish someone had told me starting out!)
- If you want to waltz through over powered, or if you want to overpower a second play through, be sure
to concentrate on learning the card game! In the first 5 hours, you can 20x or 30x various stats - that's
not an exagguration
- If you use a GF in a battle, your compatability with that GF goes up by 20; for every other GF
currently junctioned, it goes DOWN by 2.
- The "Boost" skill lets you spend the GF summon screen trying to make your attack more damaging.
- When you go to the character menu, you can click on Tutorial then Information for everything from
battle stats to descriptions of people/places you have found. It's VERY usefull.
- The level of an enemy based on your character's levels. This means you want to do whatever you can to
stop your guys from leveling up early on. The Card ability is your best friend! Eventually you'll get the
ability to gain +1 on the Following stats when your character gains a level: HP, Str, Vit, Mag, and Spr.
At THAT point, it makes sense to level up your guys! You'll eventually get either a Rosetta Stone - or the
GF Bahamut - and be able to junction up to 4 bonuses at a time, so you'll have to choose the 1 to ignore.
I'd suggest HP personally, since you can buy a bunch of HP-J Scrolls in the Timber Pet Shop and use Eden's
GFAbl Med-RF to turn them into a Gaea's Ring, which gives you an extra +80% on your HP. That plus
junctioning Curaga to HP should max you out. And since Brothers and Diablos have +80% natively, you need
only do it once to get all three characters fully stocked. You can also get extra Abiltyx4 by playing the
game and winning it from a certain opponent, or just by winning 100 Tri-Face cards (Siren can make these
Curse Spikes into a Dark Matter, and Eden can make that into a Rosetta Stone.)
- It is best to read each section BEFORE you have to use it. I know this is against most of your
ethics, but how about a compromise? If you save your game in each section, you can then try the next one
until you get stuck. THEN you can read the whole thing, eh? Also note that after you have completed a
section, you may want to come back and read it to see if you missed anything crucial.
- When Rinoa is in your party, listen while you walk around for a little "sproing-oing-oing" sound. This means Angelo learned a
skill. Go to Rinoa's status screen and set him to learn a new one. (You get skills to teach him from "Pet Pals" magazenes.)
- Card Strategy: If you want to seriously CRUSH the game, get good at the card mini-game, and read the
rules. If you just want the bare minimum - try to keep random from spreading, but let open spread. See
the card section for more info.
- If Rinoa get's "Angle Wing" as a limit break, she can cast a Demi spell that can kill. This is (to
my knowledge) the only time a Demi is leathal.
- When Squall's Level goes up, be sure to use the Tutorial Testing section to bring his SeeD level
up to match. The higher your SeeD level, the higher your "salary."
If you're ready to get started, head to Disc 1.
Disc 1
Intro: The game opens in the infirmary of Balam Garden. Balam is the
continent it's on, and all Garden's a named after their continent. The doctor comes in
and asks you name your character. This walk through will assume you took the
defaults, it's all easier that way. :) Then she goes to call your instructor. Here
Squall sees a girl in blue and green. At this point, you don't know much about her,
but she'll be important later on. She leaves, and in walks Quistis, who evidently is
hanging out in the lobby, as she is there in a matter of seconds. You guys talk and
walk and then get to the classroom. She talks and then Squall stands up.
- Sit back down again right away.
- You can login to your terminal by turning it on.
- Select "Tutorial" from the terminal menu and you can obtain 2 GFs (Quezacotl and
Shiva). These are the primary lightning and ice elemental GFs respectively.
- Look at the garden festival thing to learn about "Wimbly Donner." I don't know
why; I thought it was funny. :D
- Quit the tutorial (or if this is your first time playing, go ahead and play it.)
- Go talk to Quistis.
In spite of the fact that is sounds like you only have a few moments to do anything
here, you can take all the time you want exploring Garden. Leave the classroom and
head toward the elevator (that's down for your first timers, or FTs.) You will run
into Selphi (literally) and she'll ask you to show her around the place. If you say
yes you can get a little tour of the garden directory later. Head right and talk to
the guy standing in the hallway. He'll give you some cards. See the Cards Section
for more information on what you can do now. Remember this guy, as he still has some
part to play (if you play the card game, that is.) Get in the elevator go down to the
first floor. Exit the elevator and come down the stairs. Squall will tell you some
stuff about the different places in garden if you said you'd help her. Now look at
the directory and select "Library." You are going here to get a magazine. Jutting
out from the far wall, are two bookcases. You need to go to the second one, the one
that is farthest right. (Note, this is not the book case jutting out from the same
wall as the information desk.)
This bookcase is divided into 4 parts. Go to the one closest to the isle and hunt around on it.
Eventually you should find the Cult Fan Volume I magazine. Read it. Wasn't that bizarre? Ha ha. Boy
did we have fun! J/K. You need to know about the Steel Pipe thing later. There's an esuana draw point
here, btw. It's next to the guy who can't remember what book his instructor wanted him to check out;
you'll have to have juctioned a GF and the "draw" ability. (If you can't find it, talk to everyone. It's
a screen "up" from where you got the magazene). Anyway, now you can go back out of the library and walk
over to the directory again. After this, save your game at the save point by the front directory. It's a
good idea to do this in case you die. After all, do you really want to watch that long introduction
again? Me neither. You can either buff up Squall here or go out to meet Quistis. I recommend buffing
him up a bit, but...
Optional (Replay): Massive leveling through the card game. For those of you who like being rediculously
over-leveled, or who are replaying the game and want to try something more fun, I should explain that the
Card Mini-game in FF8 is pretty amazing. You can refine items from the cards, and can refine magic from
those items. Imagine just leveling up Squall 4 levels, but giving him access to 3500 HP before you even go
to take your exam with Quistis!
Either way, I recommend at least the following:
- From the Junction menu, Junction both Quetz and Shiva to Squall. Set your Ability Junction to Draw,
Item, and GF.
- From the GF menu, set both Quetz and Shiva to learn Boost.
- From the Config menu, change the cursor to Memory (trust me, you want this). If you
know the battle system already, set the battle speed to fast, too.
- Head to the training center (see the display if you need), and enter it via the LEFT door. If you go
through the other one, you might find a T-Rexaur. If so, I recommend running at your current level.
- When you encounter Grats, be sure to call Quetz and let him kill them all off. After you have killed
off 5, both GF should have learned Boost. If you need to heal up, just head to your dormetory (remember
the directory?) and 'talk' to your bed and select "rest up". You can also save just outside your bedroom.
- Once Shiva learns boost, un-junction Shiva from Squall (that's right - you DON'T want Shiva to level
up at all for now.)
- From the GF menu, set Quetz to Learn Card. and run around fighting more Grats. Be sure to save in your
dorm room and sleep if you need to heal up. Once Quetz learns the Card skill, we'll change tactics a bit.
See, as YOU level up, so do your ENEMIES. You want your GF to learn these awesome skills, but you don't
want to kill off too many enemies in the process. If you successfully CARD an enemy, your GF will get
Ability Points, but you won't get the XP and level up. Squall was level 11 for me - only 4 levels up from
where he started.
- Set Quetz to learn Card Mod and Shiva to learn I Mag-RF (Refine Ice Magic).
- You can now re-junction Shiva to Squall. The next time you encounter Grats, call Shiva, and use the
BOOST function. (On Playstation, hold down Select and press Square a few times.) See the counter that
starts at 75? That means your GF has their power reduced to 75%. If you keep pressing square, that number
will climb - but you DON'T want that at this time. For now, you want to weaken them, then use the CARD
command to turn them into Grat Cards.
- At some point when there's only one Grat around, draw-cast sleep on him. While he's asleep, you can
draw Sleep and Silence without getting walloped.
- Feel free to grind these guys as long as you want. I ususally take a break once Quetz learns T Mag-RF,
then go play cards and Card Mod various Cards into items that I use T Mag-RF and I Mag-RF to refine into
high-level magics such as Blizzaga, Thundaga, and Tornado.
GF Skill Priority: I like to have Quetz learn his skills in the following order: Boost, Card,
Card Mod, HP-J, T Mag-RF, Mid Mag-RF, Vit-J, Mag-J, Elem-Def-J, Elem-Defx2-J, Mag+20%, Mag+40%,
SumMag+10%/20%/30%, GFHP+10%/20%/30%. For Shiva, I use: Boost, I Mag-RF, Str-J, Spr-J, Vit-J, Vit+20%/40%,
Elem-Atk-J, Elem-Def-J, Spr+20%/40%, Doom, GFHP+10%/20%/30%, SumMag+10%/20%/30%.
Optional (Replay): If you do the Grat Farming I talked about above, you should likely have a bunch of
Grat cards, and likely even a few Shumi Tribe cards. By being careful and dedicated to your card playing,
you can get some insanely good magic VERY early on. Unlike most mini-games in the Final Fantasy series,
this one can have a mind-blowingly huge impact on every aspect of the game. Be sure to check out the Cards Section's "strategy" entry if you want to thoroughly unbalance
the game in your favor! There's no spoilers there, so go ahead and read through it. I'll wait. ;)
Interesting, wasn't it?
When you're ready, head down several screens from the Balam Directory to the front
gate to meet with Quistis. On the way, you'll pass a screen with a fountain on either
side. The little pink swirly thing on the left is a draw point. Feel free to draw
there. Be sure you've junctioned a GF so you can actually draw. ;) You'll meet up
with Quistis and you can let her give you a brief tutorial. Traditionally, you will
junction Quezacotl to Squall and Shiva to Quistis at this time. Hopefully you have
acquired magic either through the card game or through fighting enemies in the arena.
Experiment with assigning magic to different slots - most magic has a specific
junction where it's most effective.
Outside
Get Ready:
If you didn't already level up your guys through the card game, you should probably do a tad of grinding here to
ensure a) you get the best SeeD score possible on your exam, and b) you have sufficient magics to actually beat the
next section of the game. If you did the card stuff, you can skip this bit. Otherwise, Junction Quezacotl to Squall
and Shiva to Quistis. Set Shiva to learn 'Boost', and Quezacotl to learn 'Card.' When you have acquired enough AP
(Ability Points) they will learn the skill. If you had Squall draw Sleep and Silence earlier, you can junction one of
them to Quezacotl's "Magic Junction" and draw faster. Squall needs to be able to Draw, Magic and either Item or GF.
Quistis needs to be able to Draw, GF and either Item or Magic. I recommend not giving Squall GF and not giving
Quistis Item. YMMV. When you get 100 Cure for Quistis, be sure to "Spirit Junction" that one. Squall should keep
Sleep Magic Junctioned.
If you DID level up and have the Card skill for Quezacotl already, I like to use this time to have Quistis hit them
once, then have Squall card mod them while Quistis draws various magic from them. Eventually, Squall should turn one
of them into a Jumbo Cactaur, which is an over-powered card this early in the game.
Upgraded Weapons: If you've played the card game a bit, you might have
sufficient equipment to level up your weapons now. Balam (the town, not the Garden
you just came from) has a weapon upgrade shop; just follow the road to get there. If
you obtained the Chef's Knife, Star Fragment, 2x Turtle Shell, and 8x Screw, you can
upgrade Squall from the standard Revolver weapon to the really nice Punishment. See
the Weapons section for more
information.
Of Magics: Head West toward the train's tunnel heading under the ocean. The entrance has an
Esuana draw point. Have Squall draw by examining (talking to) it. Along the way, try to find a bite bug
and a glacial eye and draw to both Quistis and Squall for all of the magic they have, but follow the
advice below to try not to level up too much. Once you're full of Cure and Scan, Have Quistis attack and
Squall attempt to "card" these Glacial Eye enemies. It's possible to get a Jumbo Cactaur card, which is a
GREAT early game lower-left card (you know how malboro cards are 7-7-4-2? Well, this one is 7-7-4-4! You
can find Glacial Eye's more rapidly along the mountain edge, and the Bite Bug can be found on the grassy
area. You can draw Fire and Scan from a bite bug; Cure, Scan and Blizzard from a Glacial Eye. I
typically don't bother drawing Fire of Blizzard, though, as you can get them from the Refine abilities
pretty easily.
If Squall drew Cure from the draw point in Balam Garden (or a glacial eye), you can have him use that to
keep from having to use potions, though the Glacial Eye enemies also have cure. When you are walking
through the forest, you'll likely run across a Caterchipiller. Occasionally these will card-mod into
Trauma enemies. Once you get Ifrit's Ammo-RF skill (requires Ifrit reach level 10), you can turn each of
these cards into 30 Demolition Ammo (there are other cards to give you this too, but this one also has
card values of 4,5,6 and 8, so it's slightly more useful. Don't go out of your way looking for it,
though.
Of GFs and Items: After boost, have Shiva work on her I Mag-RF skill. After Quezacotl gets Card
and Card Mod, go for Boost and the Summon Mag +x% skills if you want to try to beat the spider thing at
Dollet tower. More on that later. When your hit points are getting low, have Squall use the Cure that he
drew from the Glacial Eye. Keep any eye on the number of cards you have. When you get close to 100 of
any card, Card Mod them into their respecitive item. FYI, 5 Fastitocalion-Fs can Card Mod into a water
crystal, which you can I Mag-RF into the Water magic. That's a decient one this early in the game. While
we're on the subject, two of the crystals give you 100 Magic. You'll eventually have six characters you'll
want to give decent magic to, but you can swap between them if you'd like.
Fish Fight: Next, go to the shore and beat up some Fastitocalion-Fs. You
get 3 AP each for the Fastitocalon-Fs, and they come 2 in a group. You do the math.
When Quezacotl gets the "Card" command, set Squall to use it. Now set Quezacotl to
learn Card Mod. Now comes some kinda boring down time where you ensure you can do
some cool stuff later. You want to get AP for your GFs so that they can learn neat
stuff, but you don't really want your guys to level up. The reason is that as your
guys level up, the monsters get harder. Here is where the Card command comes in
handy. When you successfully card an enemy, you can get AP for your GFs, and no
experience points get assigned. So, you will want to card a bunch of
Fastitocalon-Fs.
Strategy 1: Have Quistis use Shiva on the Fastitocalon F's once. (Make sure she
goes first. If you have Squall do anything to the Fish (including trying to card
them), they might 'jump up' which is bad, as Shiva will then kill them, making this
whole exercise for naught.) Shiva will start out doin around 154+ damage (if you don't
defeat them too often, she won't kill them off), then they will pop up. Use card on
them. If you don't succeed with card, you can have Quistis attack the enemies once or
twice - but DON'T kill them. You are only doing this because the enemies are more
suseptable to carding as they loose hit points. You can also use the opportunity to
have Quistis draw sleep from them. Remember, you can use the exchange magic command
in the magic menu to transfer magic she draws to Squall.
Stragegy 2: Did you get a bunch of stuff while playing the card game? Then you can
also do this with just Squall. If you've got an upgraded weapon, junction Squall for
Attack and just hit the fish once, then card them.
Be sure your aren't forgetting to select a new ability once your GF learns one. When you're ready to
move on, head for the fire cave located on the farthest eastern corner of the island. Don't forget to
have Squall and/or Quistis load back up on 'cure' from a Glacial Eye en route if they used them during the
Fish battle. Also, be sure to card mod the bite bugs, OK? You can get an elvoret card from them, and I
recommend beating up on them until you get one. Really! Alternately, if you are REALLY dedicated (or not
completely bored by now) you can keep doing this, but use Quezacotl instead of Shiva. Using the GFs this
way jack up the compatability with the different characters, and that's really usefull later on.
Achieving high-level SeeDs
There are some things you'll want to know about pretty early on in this process.
You'll be trying to get your character to a high SeeD level, and your STARTING level
is determined by a bunch of things. Basically, keep the following in mind:
- It's less important that you choose the lowest time possible in the fire cave than it is to just
barely squeek by. (FWIW, I've never had a problem with choosing the 10 minute option.) If you can swing
it, you want to defeat Ifrit with less than 7 seconds on the clock. This includes the time it take to
choose his name, btw, so be aware of how much time is left on the clock when you defeat him, then wait
about that long while on the the "Nameing Ifrit" screen.)
- Beginning when you change your clothes after the fire cave, DO NOT talk to ANYONE
you don't have to.
- While in Dollet, be sure to defeat at least 75 enemies. No - carding them doesn't count. If you don't
want your characters to level up too much, just give Seifer any GF you're willing to level up, max out his
HP and Str, and then kill your own guys so they don't get XP from battles. Try to never run from a battle
during the Dollet mission.
- When you get to the fountain in Dollet, don't try to leave the area - just be patient.
- Don't "jump off the cliff" during the dollet mission - go the long way.
- When fleeing Dollet, be sure to talk to the dog one time to save it.
Fire Cave: This is actually pretty easy. Just tell the guys up front you are ready and
select a time limit. I chose 10 min on characters that had only fought about 10 battles and still got
through in this time limit. Here's the secret. Quickly kill or run from anything that is not Ifrit.
When you get to Ifrit, just use magic attacks of blizzard for Squall and Shiva for Quistis on him until he
dies. Note the amount of time left on the clock when Ifrit tells you that he'll join you. Once you get to
the screen where you can choose his name, wait that long. Really. It will ensure you get the highest
possible value for "Judement" later on when your SeeD rank is assigned.
So Congratulations; you have earned another GF. If you're trying to keep from leveling up your
characters - and thus the enemies you face - try to card mod any enemy you run across here rather than
defeating them. For Buel, have Quistis hit them once before Squall uses Card. For Red Bats, since I tend
to keep Quistis at a low level, I just have her use the Blue Magic Bad Breath on them. To be fair, this
means you have to play enough card games to get a Malboro Tentacle which she can use to learn the skill.
Anyway, this causes Poison virtually every time, so I can card them as their HP drops. (Don't try
attacking them; you can't do less damage than the 10 or so HP they seem to have.) For Bombs, try to do
around 300 or so Damage to them, then card them. As long as you haven't leveled up Squall's weapon to far,
that should be easy enough if you're not Junctioning to Str.
If you want to play the brute force way, now is an acceptable time to practice junctioning
Elemental Attacks. Have Quistis junction Ifrit and junction Blizzard to attack. Go
find a bomb. Don't worry about the other stuff. After she hits once (provided she
doesn't kill them in one blow) have Squall Card them. You can end up with a good supply
of Bomb cards when you leave the cave, and Ifrit's Fire Mag-RF can get decent magic from these.
You can get some Krysta cards from bombs, and those are really helpful for winning card battles. When you
are ready to head back to the Garden, be sure to head to the road (nothing will attack you there) and
un-junction everything from Quistis. You'll want Shiva along for the ride later. If you transferred any magic to Quistis that you want Squall to have access to during his test, be sure to transfer it back.
On Cards: Note: Save before doing this! If you haven't already been playing the card game much,
you have a chance here to get pretty good at the card game. You'll likely have lots of Fastitocalon-F
and/or Bomb cards which you can burn learning the game. I usualy head to the town of Balam at this point
(west of Balam Garden; check your map with the Select button). There are two major schools of thought on
this one, and I've taken both sides in the past. Basically, one says you should get as many cards as you
possibly can as quickly as you can. The other says you should plan your card acquisition more carefully.
If you want to go the "slow and steady" path, don't go for the "all" rule below. Since you can easily
LOOSE cards, I like to play the fast path. If you want to go the "get a bunch fast" route, then... Keep
Card Talking to the Queen of Cards (from the town entrance, head down one screen and left one screen)
until she offers to play a game with you for "all" cards. Go ahead and use 5 Fastitocalon cards. It
doesn't matter if you lose - all that matters is the all rule spreads.
Next, head to Zell's house (from the queen, head right one screen and go in the lower hut on the way
out of town) and play against his little brother (if he's there, he'll be in the far right room). You
should be able to beat him and get some decent cards. I usually throw one bad card into the middle, and
then play my best cards around that. You can return to Garden and play against other opponents. There's
a LOT more information in the Card Section, so please be sure to
check it out!
Back to Garden: When you get back to garden, DON'T go immediately and
get changed. This is the best time to do some major butt kicking in the training
center or to do some real card work.
Want to shoot for a hard game? Feel free to level up Squall at this point. Head to the training center
for battles or the Cafeteria for Card games. The training center is one big loop with doors heading left
and right from the entrance. Take the left door and wander around for a bit. When you encounter a big
plant thing or three, Call Quezacotl. Have him kill them all off. This time, don't worry as much about
leveling up. Try to card when you can, but you really do want Quezacotl to get to at least level 40 or 50
before leaving. This will not take as long as it sounds (if you don't card.)
In Config options, set battle speed to highest and turn ATB to Active. I went from a level 12 Quez to
level 35 in about an hour and 15 minutes.
Be sure to keep Squall's HP above 250 or so. Getting wiped out by three grats or a T-Rexaur sucks. As an
added side-bonuns, Quezacotl's compatability with Squall will go up. As you travel around the loop, you
will encounter 3 screens. The left screen, the top screen and the right screen. The top screen contains
a place where you can save your game, and there are no monsters on that screen. The right screen has
T-Rexaurs that sometimes show up, along with a guy that sometimes shows up and will sell you stuff. Don't
buy too much, you'll need your money for Curaga (the best cure medicine) later on. If you really want
stuff, play the card game and win some Wedge, Biggs cards. You can Card Mod this into an X-Potion, which
you can sell for serious coin.
Be sure to check out the Card Section if you want to
rediculously over-power your character before taking on any hard enemies. :)
When you are ready to move on, head for the Dormitory. Go into your room and get
changed, examine the bed a second time to rest. When you leave, you will
automatically go to the directory area.
The Test (aka Dollet): Read this whole section before starting. It
will save you some grief. Oh, and be sure to read the instructions carefully to
defeat the X-ATM092 a few times as well, since it's kinda tricky.
Balam: When you get to the directory, you will be assigned a group consisting of Zell and
Seifer. I said this before, but once you have control, try not to every talk to anyone until this test is
over. Eventually, you will be allowed to leave. You'll get into a car and have to drive to Balam town.
This is easy. Just follow the road. When you get there, you'll follow your teammates over to a boat and
get in. (If you don't care about your SeeD rank, you can actually leave the town at this point. However,
it doesn't appear you can win the Zell card from his mother at this time, so there's really no point.)
Listen to the directions from Xu (pronounced 'zoo'), then go up top when Seifer tells you too.
Prep and Start:
Cool CG sceens follow, and you end up on the beach. If you are trying to keep your levels as low as
possible, feel free to junction all GF to Seifer and just kill your guys off as soon as possible. (Seifer
can attack them.) This will ensure they don't level up, but Seifer is free to kill off the 75 enemies
required to get a good "Attack" score for your exam. If you're just trying to enjoy the story, the first
thing you should do is hit the menu button and junction GFs to people. Give Shiva to Seifer and Ifrit to
Zell. Quezacotl stays with Squall. Always. Well, unless he's Laguna, but don't worry about that just
yet. ;) If you use the Magic menu option, you can transfer all magic from Quistis to Zell (or Seifer, if
you're planning to KO Zell), which is helpful! Follow Seifer's request to "Scout the area for enemies."
Just go up past the fountian and take the upper right road. You'll get "ambushed" by more bad guys. At
this point you should have taken out 6 mandatory enemies. Only 69 to go for a perfect score.
After that, go talk to Seifer once, then just walk around until you see guys heading up to some strange
building on the hill. You'll follow them and beat up bad guys. If you're going for a perfect SeeD score,
just walk back and forth across the bridge until you've killed your required 75 enemies. Be sure to give
Seifer enough HP that you don't get killed off. Since I generally avoid leveling up my main characters, I
find this is a fine time to let Seifer level up Quetz and Ifrit (but not Shiva - I like to reserve her at
level 1 for Grat stomping back in Garden when I want to quickly AP-up a GF to learn some skill or other.)
Anyway... Once you're ready to move on across the bridge, be sure not to talk to the wounded guys you
meet there. Oh, and it doesn't matter if Seifer gets the final killing blow or not. You'll go up one path
where the wounded soldiers are, and then you'll go up another screen. On that second screen is where you
should unjunction any GF from Seifer; transfer Quetz to Squall and Ifrit to Zell. If you gave Seifer
magic, you can transfer it to other characters, or just leave it and it'll go to Selphie eventually. Use a
Phoenix Down on any KO'd characters and then heal them up.
When you get to the top, Selphie will find you. Following her off the cliff probably won't cost you
SeeD rank later, but it's easier to just walk around; head over toward the building. Selphie will join
your party and demand you help her find Seifer. She will get any of the Magic that Seifer still had
equipped, but NOT the GF. If you've been playing the card game and you have stuff you can refine magic
from, this is the PERFECT time to do so. Make sure you junction Shiva to Selphie. Finally, make sure all
three characters have junctioned the GF and Draw abilities. For the upcoming battle, I like to give Squall
and Selphie Magic and Zell Item as the final ability. Head into the building and save at the save point on
the right. If you care to draw it, the draw point on the left is a Blind.
Siren and Esuana: Head up the elevator thing and watch another really
cool CG. Come to think of it, I restored and watched this CG quite a few times. It's
just too much.
When the cut scene is over, you'll get into a fight with Biggs (the guy in Red). My strategy is to have
every focus on drawing Esuna from Biggs until one (probaby Squall, who has Quetz and the Mag-J ability
with Tornado or something else awesome junctioned so he draws 9 Esuna every time) is full. Then I have
that character focus on beating up Wedge while the other two keep trying to Draw Esuna. Once Wedge is
down, focus on attacking Biggs. You can always have Squall draw-cast Cure from Biggs to heal up Selphie as
her HP drops. I don't bother ensuring everyone has 100 Esuna, fwiw. Random Side Note: Enjoy the company of these two bozos; you'll be seeing a bit of them throughout the
game.
After you 'defeat' them, they'll get blown off the tower by Elvoret. DRAW SIREN BEFORE YOU DO ANYTHING
ELSE! Once you've secured this GF, I'd say have people try to draw Double. That's a useful Magic to have
in the next big battle. I usually do the same strategy as Esuna above - have everyone draw Double, and use
Squall to heal up Selphi when she gets low on HP. Once Squall has 100 Double, I just wail on him. If any
of your characters are taking too much damage from every attack, you can have them use their GF instead of
drawing or attacking. Pause as soon as you defeat him so you can read the next section.
You'll get weapon's monthly (March) and other cool stuff. Then you are informed you have to run back
down to the beach in 30 minutes. This is where any prep work you've done before will come in handy, as the
amount of time LEFT on your timer directly impacts the SeeD level you attain (aka: your grade on this
test). However, you can get a massive bonus if you manage to defeat the X-ATM092. Head down the elevator
when you get the chance and JUNCTION ALL GFs TO SQUALL, SET THEM TO LEARN A SKILL. If you don't have
Siren, restore from your last save and do it again so you get her. Also, make sure he's got Magic and GF
skills set. No characters will get experience here anyway, so you don't really care if the others get
KO'd. Once that's finished, SAVE YOUR GAME unless you don't have Siren; go back and get her. (BTW: I did
all this once and accidentally forgot to draw Siren; UG!)
I would suggest the following:
- If you have Elem-Atk-J, junction Thundaga to Squall's Elemental Attack.
- Maximize Squall's Magic
- ... then Strength
- ... then HP
- ... then Vitality
- ... then Spirit.
With this setup, my Level 11 Squall was able to do over 3000 damage to the thing with every shot. By
playing around a bit with his HP Junction, I was able to get him in the Yellow, and do massive amounts of
damage with a Renzokuken.
X-ATM092 and serious GF level-up: Like I said, Junction all GFs to Squall. This part is kinda
tricky, so it's good to read the secion in advance. When you leave the tower, you'll face an X-ATM092,
which should have around 6000 hit points. It's a pain, but VERY vulnerable to lightning.
You have to fight it at least once on the way back to the beach. You can either choose to avoid it
otherwise, or to fight and escape for lots of AP. Avoiding will give you a high SeeD level, but fighting
will give your GF MASSIVE amounts of AP without leveling your characters up - which is pretty tedious to
do otherwise.
If you're trying to avoid him, the important things are:
- When it first starts following you, press down and run to the next screen.
- On that screen (where Selphie jumpped off the cliff), press left and run as soon as the screen loads.
- On the following screen, hold your 'walk' button (PS: Triangle) so you don't stumble - which would
cause an encounter.
- On the next screen, hold down and run all the way down the stairs.
- When you're running across the bridge, it will jump over you. Keep running right for a few seconds
after it jumps you, then run left. You'll see it jump over you again, but it's mostly off the top of the
screen. As soon as that happens, run right as quick as you can, and you'll avoid it.
- On the fountain screen be sure to 'talk' to the dog so he runs away.
- On the remaining screens, continue running down toward the beach until the cut scene begins.
If you want the AP...
To begin, have Squall cast Scan on it. Find out how many hit point this thing has. This is your toggle
number. If Quezacotl can do more then this number on the first hit, he is dead in one shot, if it takes
more then one hit, he'll be dead in two. If you have Squall junctioned with Thundaga on elemental attack
and tornado on strength, and can use Renzokuken, you're home free. Have him do that and the enemy WON'T
show "Reparing." Next, have Squall do a normal attack to wound it so it repairs. Run away while that's
happening. Otherwise, you can have Squall call Quezacotl. DON'T WASTE your 30 minutes with other characters
attacking or especially calling other GFs.
Only try to run away when you've done enough damage to kill him, (he won't actually die), and then you
do LESS so it's forced to repair. You can rack up the AP here - it's 50 points for each time you do this.
You can get into fights with him and earn 50 AP multiple times. Note that you can fight him more than once
in several of these places, but you can only enter the Menu screen when you first appear on the stairs
screens. It's weird. BTW: The game may not tell you your GF learned anything. You'll have to go into the
menu and check each time. Don't waste these points by having your GFs learn 10 or 30 point skills.
(Exception: you need the Refine-Life magic skill for Siren.) Following this pattern, I netted 500 AP/GF in
under 30 minutes. As far as I know, this is the only place in the game you can do this so quickly unless
your characters are VERY fast. If you have REALLY fast (We're talking Speed=200 or more) you can do way
better on Cactuar Island. I was able when I got to the bottom to junction 10 new skills among my
characters.
When you run past the dog by the fountain, be sure to "talk" to him so he can run away if you haven't
already killed the X-ATM092. NOTE: Be sure to have between 8:00 and 10:00 left when you pass the
fountain. It's crucial in case you get stuck on the 'can't escape' screen. This leads me to another note.
I don't know if this is a bug or a feature that you can exit when Zell or Selphie is talking about how "it
repairs itself." It works for me, but it might not for you. Let me know if you can master this skill.
Once you beat the machine by Squad C's postion (under the walkway) get the heck out of there. Watch the
cool CG as Quistis mops the floor with the nasty robot.
Back to the Party: After defeating the enemy at Dollet, you go back to Balam city where
your good buddy Seifer steals your car. If you're going for a perfect SeeD rank, skip this section below
and go straight back to Balam Garden. Don't forget - you don't want to talk to anyone or escape from
battles along the way!
If you don't care about your SeeD rank, you can do some things here. On the other hand, all of this can be
done when you come back to Balam in a few minutes, so it's probably not worth it to drop your SeeD level
just for this. but if you want... If you had Siren learn 'Refine Life Magic.' Head to the store and
Refine/Sell/Buy Tents until you have 30 tents in your inventory. Next, have Siren 'Refine Life' from them
so that all 3 of your guys have 100 Curaga. This is the best 'Cure' medicine, and if you junction it to
Squall's HP-Junct you can get around 100 HP for every level he is (So a level 30 will have around 3000+
HP, but Tornado is probably your best junction now - if you've been playing the card game, that is). This
is especially important in that when you have 1/4 your Max HP, Squall can call Renzokuken.
Speaking of GFs, now is a great time to RE-JUNCTION them. NOTE: You cannot get Zell's new Fight
Magazine here yet. For the FT's (first timers): if you don't know what I'm talking about, don't worry.
You'll see soon. Read the Weapon's Monthly. If you've been playing the card game, there's a good bet you
have a bunch of cactus thorns in your inventory. If so, you should be able to use Ifrit's Ammo Refine to
get 80 Demolition Ammo for only 2 thorns.
If you've been playing the card game and using Quetz's Card Mod skill, other great refine and Junction
magics at this time include Zombie Powder -> Zombie, Regen Ring->Full Life, Mesmerize Blade->Regen, Life
Ring->Life, Saw Blade / Chef's Knife->Death (L Mag-RF) and Sleep Powder->Regen (Tool-RF). When you are
done with refining, be sure to experiment with Junctions for best effect. I like Tornado for HP, Regen
for Vit, Death for Magic, and Curaga for Spirit. Now head back to Balam Garden. If you wanna beat things
up or explore the island, now is the time to do it. Want some more Esuana? Follow the train tracks behind
the town into the cave and press the 'talk' (not 'card') button. You should find it.
When you get back to Balam Garden go watch the higher-ups gloat around the
directory and then head right and try to walk past Seifer. After the evil faculty member
interrupts headmaster Cid, head back to the elevator and go to the 2nd floor hallway
just outside the classroom. Just hang out and don't talk to people.
After what seems like more then a normal amount of time, you'll be invited to talk to the headmaster.
After you get your evaluation, be sure to talk to Headmaster Cid in order to get your battle meter.
You'll be returned to the hallway. Talk to the people there if you want, then go toward the classroom
where you got Shiva and Quezacotl.
When you next have control of Squall, I recommend getting your SeeD level up. I
took the tests and got him up to SeeD level A. After this, Selphie will hang out while
you change clothes (I know, it's a little weird) then you'll go to the dance. I know,
you have the option not to change, but you can't leave. It's weird. Sign up for her
little gig if you want (and haven't already), then dance with Rinoa. (Where did the
drink go? Shutup! Oh. Sorry.) More cool CG here. Squall's a pretty fast learner,
isn't he? Heh.)
In the Secret, in the Quiet Place:
Then Quistis will give you your 'final assignment' from her. Go back to your room and change
clothes. Before you go running off, take this time to SeeD Level-Up. Using the tutorial to access the
TEST function and level your SeeD Level all the way up to whatever Squall's actual level is, then meet her
in the hallway in front of the 'secret area' or training area. Be sure to switch the junction from Selphi
back to Quistis here, then head for the 'secret area.' It's actually not any big secret. Remember the
center screen in the training area? It's just to the left of the save point there.
Go ahead and save your game here (but not over your last save if you want to watch the Rinoa dance
scene CG again) then head out along the plank there. Through this whole scene, you'll be staring at
Garden. Any ideas what the geometry of this place is? ;) While we're on the subject, look at Quistis'
hair in this scene. How DOES she do that little flippy thing in the back? Boy, talk about defying
physics. When Quistis is done yacking, go back over the plank and save your game again. Contemplate the
answer to the question: Why does this game make you want to SLAP the main character?! Go ahead and wander
around fighting things if you want, but don't head anywhere near the exit doors until you are ready to
leave for the night.
When you do, you'll hear someone yelling for help. Then you see that girl in blue and green who
refers in this scene to Quistis as "Quisty???" If you've played the game before, you may know what is
going on, otherwise, I won't spoil the big surprise for you. (Wait, isn't this a walkthrough???) So you
have to beat up a Granaldo and some Raldos. Where do they get these names, anyway? Depending on what
levels your characters are at, you can get different spells from him. It's not worth it to waste too much
time leveling up your characters before hand, though. If you want, you can fill up Squall and Quistis
with Blind, Protect and Shell here, then just kill them and be done with it. One shot with Quezacotl did
the trick for me.
After you have killed them, note how well you are treated for saving someone's life! Now THAT's
gratitude for ya! If you really want to do more fighting, go back in and beat things up. Otherwise, leave
the training center and go to bed. You can't get anywhere else (in fact in my game even the directory
stops working here) so just go to bed. Zell will tell you you have your own room. Right as you walk in,
you will go to sleep. You are awakened by Selphie pounding on your door. She won't come in; she just
yells through the door. Wasn't she practically in the room before when you were changing? What is the
problem with this picture?
My First Job:
As soon as Squall wakes up, look on the desk. Here is where you get your copy of Weapons
Monthly, April Issue. Now, why not play the card game to get some cool stuff. Remeber those bombs,
anacondors, etc you got a while back? Use them. The reason you want to get new cards is so that you
can get the stuff you need to get the next best weapons for your guys. Here are the items you need
(as listed in Weapons Monthly April Issue): Squall - 4 screws, 1 steel pipe. Zell - 1 Dragon Fin, 1
Spider Web. The other two weapons are Rinoa and Irvine's intial weapons respectively. Go find a guy
in the Cafeteria who plays with Elastoid cards. Use Card Mod to get a steal pipe. Then, if you have
screws from the Geezards at Dollet, you can get Squall his next coolest gun. For Zell, you need to
acquire a Catcharpillar and a Grendal.
Now that you have the stuff you need to get cool weapons, go to the front gate. Just FYI, I was
still unable to begin the Balam Card Club side quest at this point in the game. You will get your
mission from Headmaster Cid. WHEN HE IS DONE TALK TO HIM. That's how you get the Magic Lamp that
allows you to call Diablo. Now you can leave, but don't forget do a junction switch between Quistis
and Selphi. I was able to defeat Diablo as soon as I got out of Balam, but I don't know that I would
recommend novices try it.
If you want to try and defeat him, your best bet is to junction for high HP and high magic, then
draw-cast Demi on him until it's only doing less than 100 HP each time. As far as I can tell, this spell
actually does UP TO A MAXIMUM OF 1/4 of the enemies CURRENT HP. (In other words, multiply whatever number
comes up by 3 to see what the enemies' MINIMUM HP currently are; it seems this only does about 1/8th of
max damage to Diablos - maybe he's got 50% immunity.) In any event, have Squall Draw and cast Demi on him,
and have Zell beat him up. Selphie should just wait around until the Gravitija attack, or until her HP get
low. Keep having her re-roll her random spells until she gets "Full-Cure 1 time(s)." That will cure
everyone and keep you from getting killed off. For my battle, Squall and Zell had HP over 2000, Ifrit and
Quezacotl had the HP Junction ability, and I had 100 Curaga spells. Once you have Diablos, be sure to
junction him to someone and set him to learn Time Mag-RF and the ST Mag-RF.
Once you have learned Diablos' refine abilities, you can mod various cards to get items that Time
Mag-RF can turn into Haste, Double, Quake, Demi and other great spells. ST Mag-RF can net you Berserk,
confuse, bio, pain (really cool!), meltdown, and break. I cannot overemphasise the importance of
mastering the card game at this time. If you haven't already, head to to the cards section and check out the strategy area. When I went into the
next area, the HP stats on my guys were: Squall at 5716 (LV 17 w/ Full-life junction), Zell at 3585 (LV 9
w/ Tornado Junction), and Selphie at 3482 (LV 8 w/ Tornado Junction).
If you are playing the card game, you can win a very powerful card at this time. If you leave Balam
Garden, then head back in and go to the elevator, you can ride it to the 3rd floor and card-battle Cid. He
plays with the Seifer card, and winning that NOW will be 100 times easier than winning it later. If you
are going to participate in the Queen of Cards side quest, be sure you have won the Mini Mog card from the
kid running laps around the middle of Balam Garden, then save, then loose that card to the Queen of Cards
in Balam City. Talk to her after - she'll either head to Dollet, or Deling City. Reload your save if she
didn't go to Dollet and try again. NOTE: You'll need to do this before you get on the train. It's not,
strictly speaking necessary to start at this time, but it will make this side quest a bit easier. I
usually save before I loose a card, then talk to her after loosing it. She will then tell me where she's
going. If it's not a place I like, I reload and try again. This is also a great time to try and win the
Zell card from Zell's mom. She's in the second house down on the right after you enter the town. Be
aware that she *very* rarely uses this card, so you're probably going to have to play a *lot* of games to
win this card early on. Be sure to refer to the Card Game Section for more information.
When you are sure you are ready to leave this area (you won't be able to return to Balam Garden for a
while so this really is your best oportunity to master the card game and level your guys up!) go on to
Balam. When you get there, hit up the Junk Shop and get some good weapons. When you're ready, head all the
way left to the train station, buy a ticket for 3,000 Gil and head inside the station to take the train from
Balam station to Timber.
NOTE: Make sure you have all your junctions taken care of here or at the save point on the train! You
can't get Zell's magazine yet. Finally, walk into the train hallway and watch the Telephone poles scream
by... While you travel under water. Hmmm. Anyway, talk to Selphi and then go into the cabin. You should
recieve Pet Pals Vol 1 from Zell during this scene. If you believe in a higher being, pray that your
machine doesn't crash while the annoying We-Are-Going-Into-The-Past sound effect is playing. THAT'S
IRRITATING!!!
Who are we now?:
Now, you'll fall asleep and wake up as some guy named Laguna and some of his friends. Ward will get
everything Selphi has junctioned and Kiros will get whatever Zell has junctioned. At least, that's how
it's worked for me. YMMV, I guess. Since this area only seems to have Fungar and Geezard enemies, I
usually set Enc-None for the forest. If you don't have that take care of your junctions, then go forward
and follow the path until you find a car. There's a Cure draw point and a Water draw point along the way.
You shouldn't need the "move-find" ability to see these. If you run across a Fungar enemy, you can card
mod them - there's a possiblity they'll become a Wedge, Biggs card. Anyway, climb in the car and head to
Deling City. The city is a bit of a maze, but there are only two places really worth visiting at this
time. You should exit the car on a screen with a fountain.
OPTIONAL: If you want to draw all three characters up to 100 Life magic, you have a chance here. If you
go up one screen from the fountain, you can see the arch over the road. Go up one more screen and you'll
see a doorway on the right in the arch. You can go in there and go down the ladder in the building you
find yourself in. There's a save point down there, and you can fight sewer monsters. If you happen
across a "creeps" you can draw life from it. If you didn't already acquire Life magic from Card Modding
Torma cards, this is a good place to get it. Besides, if the Crepes kills your characters off, well, you
know you can use that spell on them, right? Your ability to Draw is correlated with your Magic attribute,
so be sure to distribute the GF with the Mag-J ability to each of your characters. I tend to give
Quezacotl to Squall, Siren to Selphie, and Diablos to Zell. You can junction Death or Tornado to Magic in
order to increase how many magic you'll recieve with each draw. Laguna had no trouble drawing, but Ward an
Kiros did. I had to fight a few of these guys and exchange Life from Laguna to the other guys to fill
everyone up. Once in the sewers, cross the bridge and head down. See that magazine? You can't get it now,
but you'll want it later. When you're finished drawing up Life, head back up the ladder, exit the
building, and head back down two screens to the fountain.
To get to the next area, head Right, then Forward. Then go into the hotel and head down the stairs to
the right. Talk to the lady and sit down, then after you stand go talk to Julia and sit back down again.
After she invites you up to her room and leaves, follow her up. Talk to the Receptionist, then talk to
her over and over, listen to Laguna be a dork and then wake up on the train.
Long and Boring Train Ride:
When the train stops, talk to the guy in the blue cap and vest. Tell him "but the owls are still
around." Follow him to the train. Once on board, you can win the Angelo Card from Watts. Go wake up 'the
princess.' Now go back to everyone else. After a long drawn out discussion of what you have to do, return
to "the princess's" cabin for Pet Pals Vol II. Read both Pet Pals (yes, you actually have to read them to
be able to set the skill), and then view Rinoa's Status Screen where you can set Angelo to learn whatever
you want.
Then go talk to Watts; if you want, save the game before talking to him - so that you don't have to
listen to the stupid schpeel again. Remember, stop for blue guards, run for red guards; you have 5 seconds
to do the codes. I've never failed at this; it's pretty easy. If you do fail at it, let me know what
happens, OK? Heh heh.
A quick word of caution. If you have reset the keys or buttons, you'll have to figure out which
ones are which. The pattern on the screen didn't match my system (I remapped the controler I was using to
resemble an actual PS controler.) Once you finish the train scene be sure to save your game before Rinoa
begins her "serious negotiations" because, let's be honest, do you want to do that stupid train thing
again? You have another opportunity to win the Angelo card from Watts (the guy by the door) here, so if
you're playing the card game, take advantage of the opportunity.
BTW: The system may unjunction one or more of your charcters. Be sure to check over them
thoroughly. I like to make sure that Bio is not junctioned as to Elem-Atk, as this enemy is immune. Do
make sure everyone can draw, through, if you need Esuna or Double. When you are ready, talk to Rinoa.
She'll lead the way to almost certain peril. This is a two part battle. The first part is fairly easy,
but the second one will cast a lot of nasty status ailments at your guys.
If you can keep your guys alive (and cohererent), you can draw Esuana, Double, Berserk, and Zombie.
Invariably one character will finish drawing before the others. When that happens, I like to have that
character just hang out while the others draw. That way if someone is hit with Berserk/Silence, they can
still draw-cast esuana. When you've drawn all you want, draw cast double on someon with high magic, and
have then double cast cura for insta-kill. After the battle, you'll come back to the 'strategy meeting."
Go over and talk to Selphie and Zell then go talk to Rinoa. You will get to see the contract between these
guys and Garden. When that's over, talk to Watts again and then go assualt the TV station.
Assault the TV Station: Once you leave the train, you can go to the pet store (one
screen up from the train drop off) and buy pet pals vol 3 and 4 if you want. I'd recommend buying at
least 5-10 Amnesia greens too. With those, you can force a GF to forget an ability. Like Quezacotl knows
Elemental Defx1 and Elemental Defx2. You only need him to know Defx2, so if you make him forget the
other, you can add cool abilities later (like ribbon, etc.) NOTE: DON'T HAVE THE GF FORGET ELM DEFx1 IF
YOU DON'T ALREADY KNOW ELM DEFx2! You won't be able to get Elm Defx2 later if you do.
Now head over to timber maniacs (one screen right from the train drop off) and get the magazine Girl
Next Door (the closest stack directly in front of you. You'll need it later if you want to get the
Shiva Card. It should be in one of the stacks in the lobby. For more fun, read all the back issues of
Timber Maniacs you can find. By the way, if you are wondering about these magazines, read all of them that
you come across. They'll show up when Selphie updates the bulletin board back at Garden. It's a random
side plot, but worth the effort (at least in my opinion) as they help you understand WHAT THE HECK is
going on with this whole Laguna thing.
Anyway, head over to the bar (from timber maniacs, go right one screen and up one screen) and beat up
the guys who just harassed the drunk (they'll attack you). Give him his card back and he'll let you
through the alley. (Or you can buy him his favorite beer to accomplish the same thing. For this game it
was Mimette, but it may change. You should be able to guess it in a few tries if you talk to everyone in
the bar.) Now head out the door the drunk was blocking and save your game. If you are playing a lot of
card game, you can get page 3 (Forbidden, Armadodo, Tri-Face, Snow Lion, Abyss Worm) stuff from him - good
for Card Mod'ing into Tornado, Pain, Zombie, Death, etc (via Diablos' ST Mag-RF capability).
Follow the alley up to the big TV and try to read it. I found "I'll never let you forget about me," "Bring me back
there," I am alive here," and "Remember me." Anyone else read anything worth seeing? BTW: If you junctioned to Rinoa
earlier, you can switch your junction back to Selphie or Zell at this time if it makes you feel better. I never ran
into any fights here, though. Now head up the stairs and forward. When you have control of your guys after the Seifer
incident, follow him left and watch the cut scene.
Go through the whole Seifer thing then get back to the bar. You'll get an offer to be put up by some
lady. Follow the lady to her house, then talk to everyone when you are in the bedroom. You may have to
talk to Quistis twice. When you can come down stairs, try to leave the house. Quistis will tell you
where you can go. Next go outside and talk to the 'guard' out there. If you go down two screens, then
right, you can get to the shopping/inn area. There's a girl at the Inn who plays with Page 4 cards (you
can get major Thundaga by card mod'ing Dynamo Stons from a Blitz.
Now head right toward the train station. Talk to the 'old man' out there. Now you should have
everything you need to leave town. Head right one screen and up the stairs, then across the bridge and
down one screen. Keep talking to everyone in the main car. The system ask you if you want to "let Zell
be," accept that and you'll ride to East Academy Station (Get off there). If you are trying not to get
your character levels up to high, be sure to equip "Enc-None" here. It's possible your SeeD rank will go
down by one after 5 attempts to pay you while you haven't been getting into battles, but your SeeD salary
isn't going to be your main source of income in this game, so... Meh? Also - just FYI: There's nothing to
prevent you from returning to Timber and staying at the hotel there so you can get the Timber Maniacs.
[Dollet Side note: If you want to, you can head to Dollet here, too. It's in the upper right corner
of this continent. When you get there, take the left-most route down. Go two more screens down and
follow the young boy into the house. Look at the painting, then head to the beach and listen to the old
man and the young girl. The girl will tell you that the bone points out the location of a dogs hiding
spot. Now, head back up to the fountain screen and talk to the dog. You'll get a treat. You can go back
and look at another painting, then find the dog one screen up from the painter's house for another treat.
Repeat one more time for one last treat. If you go to the inn and stay for the night, you'll be able to
read an issue of timber maniacs upstairs. If you go to the restaraunt, you can find another issue
upstairs on the poker table. You can remove the random rule here if you're patient - see the cards
section for more info. If you beat the guy there at cards, you can get escorted to his back room.
This is important for the "Queen of Cards" quest later on. I don't recommend plaing cards in Dollet
without abolishing the Random Rule first. If you are good enough, you can win the Siren card from him
here.]
[Obel Lake Side Note: You can start the misc side quest for Obel Lake here. See the Side Quests
section for more information on this one.]
If you don't do the Dollet, etc stuff now (or after you're done with it), head over the little
bridge when you get off the train at East Academy Station. If you run into a Thrustaevis, you can draw
float. You should see a small woods to the West. This time things will be different; switch your
junctions to Squall, Selphie before heading into the woods. (Into The Woods!) Remember to junction
Squall, Selphi and Quistis (you're not junctioning Zell this time, and not Rinoa either.) Yes - you're
gonna do another Laguna switch here, so ya better play this right.
I'm Laguna Again:
OK, this time while you're playing as Laguna and company, there are a lot of things you can do. First off, be
sure to check your junctions - just in case! If you are trying to keep your characters' levels low, you have two
options here. First, you can kill off Laguna and Ward early on, and have Kiros enable ENC-None. There will be a few
battles you do have to participate in, but you can avoid most random battles. Second, if you have played enough of the
card game to have won some Cockatrice cards you can ST Mag-RF into Break. This magic causes petrify, which means you
don't get XP for killing the enemy and can thus keep your level low.
When you are ready to go, head forward along the path toward the top of the screen. There is a sleep draw
point at the entrance to the facility which will recharge over time. If you follow these directions, you'll be able to
draw three times. I got 21 sleeps for nothing. :) On the other hand, if you've been following along the card game
stuff, you prolly don't need all those sleeps in the first place. Anyway, head down the road and fight some enemies.
When Laguna tells you to run, head straight (don't take the right-hand fork) and you'll come to a big circular
platform thing; there's a ladder here. Head down the ladder. There is a confuse draw point on the right hand branch
en route to the ladder. At the bottom of the ladder, look around for a key (Hmm... What's this?). Pick it up.
Received [Old Key!]... Aaaaand watch Laguna lose it.
Head down to the next screen. You'll walk across three trap doors. When you walk over the middle
trap door it will go "click." Play with it and watch some dialogue. FYI: Much later on in the game
you'll want to have these doors open. So let's see if we can figure out how to open as many as we can,
OK? Continue right one screen and watch the guy fall into the trap.
Since you can't go left, head right to the T-Junction, then wander around next to the broken metal. You
should find a second key. (Hmm? What's this...) Received [Old Key!]... And once again we see how well
organized Laguna is. Head Right one more screen, then down one screen, up the ladder and back to where you
found the sleep draw point. Now head back down (by going straight ahead, like you did earlier) and tamper
with the far left trap door. When you get the insults, head back the way you came (I mean ALL the way back
up the ladder, around the fork, down the other ladder, and back to the screen with the three trap doors -
but this time you're coming in from the right side), and loosen the leaver on the far right trap door.
Now, head right two screens and take the upward branch. On the next screen, head up and left to find the
detonators. Press the red button first (for the furthest away boulder; left door opens) then the blue
button (for the one closest; right door opens.) Don't mix up the order! All three doors should be open now - this will be very useful later on!
[OPTIONAL GRIND SECTION] You can get out of this area by heading either direction from the detonator, but
if you go one screen up you can find Elastoid enemies while running along the metal stairs and bridge. You can draw
Dispel from them, and you can card them, then mod those into Steel pipes. But more impressively, you can occasionally
card them into an Ultima Weapon card, which you can card mod into an Ultima Stone. Once you have Bahamut's Forbid
Mag-RF skill, these can become Ultima magic (which no enemies have available to you for drawing.) Also, you can mug
Dynamo Stones from them. It takes about 700-800 pts of damamge before they're easy to card.
Emulator Note: If you're playing on an emulator which allows you to save state, the random number seed
that determins if a card is "special" or not is re-rolled at the start of character's turn. This means - if you are
using an emulator to play the game - you can simply get an enemy to the point where it's cardable, then:
- Save State
- Try to card.
- If you get the common card, reload state and have all three characters skip their turn (the 'O' button
on the Playstation controller.)
- Go back to the beginning (save/try/load) until you get the Ultima Weapon Card!
In attition to the Elastoid -> Ultima Weapon Card mod, you can also run across Gesper enemies. I like to kill
off all but one character, and have that character junction Confuse to Status Defence when fighting these guys. Or
have someone else (preferably with low str) just hit anyone who gets confused. You can draw both Shell and Protect
from these guys, and there's a chance to card mod them into an Iguian Card. These can be modded into a Cockatrice
Pinon, from which you can get Break magic via ST Mag-RF. [END OPTIONAL GRINDING AREA]
From the detonator, either take the path up or the one to the right - both will take you to a T juntion
with a save point. Save if you want, then head out through the path leading up. When you hit the dead end, you'll
fight a few battles and then return to the forest (read: stop being Laguna).
Back to Reality Again:
When you return to your normal form be sure to return your GF in the proper characters, use a tent or
healing magic if you need it, then head for Galbadia Garden. From where you emerge from the forest, it's
forward and left (that's north). Once inside, head foward a few screens. *It's completely different.*
(i.e., the In/Out arrows are the opposite of Balam Gardan. XD) When Quistis leaves, reform your party, then
head through the turnsty. If you need haste, you can draw it from the light shaft in the center ofthe
lobby.
Save your game if you'd like, then go directly right down a hallway. In that hallway take the
left-hand door and go through. It should be an ice skating rink. Now go around it counter-clockwise until
there is a door in front of you. Go through it and look for the Draw Point. That's the first place you can
draw Life (unless you drew from the crepes in the sewers when you first became Laguna, that is). If you are
patient, you can draw one or more of your guys up to 100 life, but if you are impatient, don't bother.
You'll have another opportunity to fight an enemy you can draw it from soon enough.
Exit the ice skating rink, and head through the door on the right. The girl in the back of this three
person party plays with all the page 6 cards. Remember L Mag-RF lets you refine Holy From Krysta's Holy Stones.
Exit and go back to the room with the light shaft. Then go down the next hallway (counter-clockwise) and up
the stairs to your right. Right in front of where the stairwell comes out on level two is a door. Unless
you want to draw some double, go through it. [Optional]:If you want the double, head right and go around the upper
walkway, continuing right. You'll go through a door, and at the bottom of a podium is a double draw
point. Get it, and go back to the door at the top of the stairs.
Talk to Zell, then talk to everyone else. Keep talking to everyone until Squall leaves. Depending on
how you've played, you may have to go back into that room. If you do, go get more haste (I mean, unless
you can just use Diablos TimeMag-RF to refine it from an easy to acquire Magic Stone.) Come back to the
room and talk to Quistis again. She'll tell you to meet everyone out front. Get more haste. On the way
you'll bump into Raijin and Fujin. If you take the other hallway, you can get shell out by the athletic
courts. When you are bored, leave. Talk to Quistis then head down a screen. Technically, I guess you
can leave the screen here and level up as just Squall. I'm not sure why you'd want to, so just talk to
Rinoa. When you've all been given orders, talk to Rinoa again.
The Plan Phase One:
OK. Find the train station by Garden and buy a ticket for Deling City. If you try to go to Deling
City without the train, please note the large Galbadia APC in your way. Now get on the train, and depending
on who's in your party, either try to exit the train or go and rescue Selphi from the clutches of Irvine.
Well, you can't do that, but anyway... After going to check on him, and returning, and listening to him go
on about what a horrible life he has, note that the train appears to hit something. This is why you have to
ride the train. :)
When my guys finally reach Deling City, the game dies. SUCK! OK, I'll move to a different
computer. Here we are. Once you get off the train, head down and enter the "down" side of the escalator,
then go up the escalator on the next screen. Talk to Rinoa, then go forward to the next screen. If you
talk to the guy in the uniform in front of the street. He'll tell you to talk to him when the bus to
Caraway's Mansion gets here. If you're not doing the Queen of Cards side quest, just talk to the guard
when bus 08 shows up.
Optional: Queen of Cards side quest. If you're doing this side quest, you can win the Kiros card that
the Queen's father created when you lost the MiniMog card earlier. From the screen with the uniformed guy
above, head right (you'll have to go out onto the street), then head forward. You should end up at the
shopping arcade. Go down one screen to the next half of the shopping arcade and play the guy dressed in
black, just up from the uniformed attendant. Head down one screen and right one screen from that location
to arrive at Caraway's mansion.
When you get to the Caraway Mansion bus stop screen (it'll say 60 on the road), talk to the guard at
his gate. He tells you to go and get a 'Code Number' off of a previous students 'Item.' In other words, the
number is on some guys sword that he dropped when he bolted. Then have him escort you out of town.
He will tell you it's convenient to rent a car. Unless you've been playing cards and have used Card
Mod to get some float or tornado, he's wrong. It's faster, but you might be in trouble when you get to
the tomb. If you don't have these wind magicks, I recommend walking so that you can come across a
Thrustavis. These guys have float. GET SOME! The easy way is to junction Siren to Squall and have him
junction Status Attack to Sleep. Notice how the thing floats while asleep. Hmm... Anyway, if you want to
go for 'brothers' when you get there, you may want to visit the junk shop in deling city to get your new
character's weapons up to their max. Either way, head northeast to the end of the little penensula to
visit the Tomb of the Unknown King.
The Brother's Grim:
Stock up on float for Squall at least, so that when the Brothers do their earth attach, it does not do
REAL damage. You don't - technically speaking - HAVE to get brothers. You can go back from here and just
give Caroway's guard the Code Number after you find it, but let's be honest. Do you WANT to miss out on a
GF??? Plus you get *TWO* REALLY COOL CARDS out of this deal. OK head for the cave. To get there, stand by
Deling City facing the ocean at it's closest point (to the south, I think). Then, walk along the shore
following the ocean's edge clockwise until you come to a little forest looking area in the middle of nowhere
with a door. That's it. Go in, save your game at the save point to the right, and head into the temple
looking thing (you can safely ignore the girls fleeing in terror yelling "float.")
Go forward until you come to a cross in the path. That's where the sword should be. Read the
number off of it. No I WON'T tell you the number. It's random; it wasn't the same for me twice. Anyway,
if you want to fight the brothers and gain them as a GF, read on, otherwise, go back and tell the number
to the guard in front of Caraway's house. If you run across a buel and a blobra here, you can draw
various magic's out of the buel and cast them on the blobra, hint, hint. To get brothers, follow the
right wall (6ish screens) along until you come to the first one (Sacred). Draw if you want, then beat him.
It took one boosted Quezacotl to drive him off for me. Notice I didn't say kill. Oh yeah, if you want,
you can draw Life, Shell and Protect (and berserk, though you probably have this full already if you want
it) from this guy. I had two guys full of Shell and Protect from the earlier Garden battle, but I drew up
the third on ehere. For what it's worth, don't bother using Mug on this guy - he has nothing.
There's a move/find save point here. Now, continue to follow the wall around to the right. (Notice,
you have been going COUNTER-clockwise - according to the map you've been given - this whole time.) 8
screens, I think. When you come to a chain, (draw the float if you want) go to the right hand side and
inspect it. SPLOOSH! OK, continue following the right wall. When you come to the next dead end (7
screens), you will see a water wheel and some gears. Go and inspect the gear. (It's actually a lock, I
think.) Now on to meet the brothers. If you wish to save the game first (HINT HINT) enable Siren's
move-find. There's a save point right here (or go back to the beginning, one more 90 degree rotation around
the area). OK, now that we are ready, let's go. Head straigh up from the entrance. (Or if you saved at the
gear box, that's back one screen, forward two screens, right, left, left, straight.)
Don't bother mugging - neither of them have anything. The "older" (little) one has Double, but
that's the only difference from the previous fight. (Fun Fact: Those arm bands say "young" and "old", in
case you're curious. XD). It took me one Quezacotl and one Shiva to finish them both off. "All too
easy..." If you haven't been really leveling up your guys, you should probably junction float and/or
shell and/or life to your elemental resist to ensure the don't do really nasty damage to your guys. You
can cast float against them for major damage, too. ;) If you have Tornado, it's strongly recommended as a
Elem-Atk junction for maximum damage. Then watch the weird guy come out of the tomb and he'll give you
Minituar's Card. That's all there is to it. Head back out (should be down a screen or two, then straight
three screens), making sure you have the ID number of that student from the sword. The number on the
sword was 16 once, 47 the next, 140 the next, 32 another time; YMWV.
Optional: Queen of Cards Side Quest. Now that you have the Sacred Card, you can head back to Dollet
and lose it to the Queen so she can have hear father create a new card. See the Card Game section for more
info.
The Plan Phase Two:
Head back to Deling City. Remember that ID number from the sword? WHAT? You forgot to get it? I
told you TWICE. Sheesh. Why do I bother with these things anyway. Oh. Sorry. Enter Deling City. (Go to
the other computer to do this, as this one crashes again. MAN!) If you go to the Hotel and stay the night,
you can get into the suite and get the Timber Maniacs off the floor beside the middle bed. Tell the number
to the guard outside Caroway's Mansion (ones digit first, then tens then hundreds...). Now you get to go
inside; talk to all of your guys. Don't worry about Junctioning your GFs yet, I'll tell you when you have
to worry about that.
He talks too much, and you eventually walk around with him. When he dismisses you, you're free to
wander around and do whatever, but eventually you'll end up back at Caraway's Manor. After some
discussion, you'll follow Caraway around again. Eventually your teams will split up, and Caraway will
head back to his mansion. Quistis will make a very stupid decision that she actually wants to apologize
to Rinoa, and leaves her post. Wait a sec... Isn't the fate of the world, not to mention ALL her friends
riding on her doing her job??? Sorry guys, this just isn't believable. Not even Quistis is that big a
MORON. Anyway. Go back to Caroway's Mansion and get locked in. You are now Rinoa and you need a
magazene. :P See that Sewer portal on the far right (not the big circle - the littler one)? Make sure
Rinoa is Junctioned up (if Diablos has learned Enc-None, use it!), save your game, and go down it.
Head left a bunch and grab the "Weapons Monthly, May Issue" there. Head right to the ladder and
climb up. Save your game and climb up the boxes - when you get to the top, you'll automatically jump to
the wall. Head left, climb up the ladder and scale the little ledge there. When you have control of Rinoa
again, switch any/all GF from her to one of the three locked in the general's mansion, then walk up to the
sorceress and talk to her (I card talked for irony's sake.) Now press OK a lot, walk forward and watch the
CG. After Rinoa gets killed by the Iguion, the scene switches to Quistis and the rest looking for a way
out. Go grab a glass from the shelf by the door. A little farther down that same wall is a shrine. Put
the glass in the hand of the statue. Now Junciton your GFs to Quistis, Zell and Selphie. Head down the
corridor and save your game. [Card side note: The Creeps enemies can be card moded. Remember how the
Grats would give you Shumi Tribe cards sometimes? Well the Creeps will sometimes give you a Sphinxara
Level 7 Boss Card and the Grand Mantis will sometimes give you BGH251F2 Level 7!]
The Sewers (Part I):Go down the ladder. Now you are in the Sewers. Here is how to get through
the sewer maze:
- After you descend the ladder, step on the little bridge and inspect the water wheel.
- Inspect the gate to open it and go through.
- Go down the walkway.
The scene will cut to Squall and Irvine.
Squall to the Rescue:
Oh yeah, Rinoa didn't really die. I was just pulling your leg. :) Now you have to go rescue her.
Follow Irvine around the float and into the same area Rinoa climbed up the boxes. SAVE GAME AND JUNCTION
Squall and Irvine. Of note: Both should be able to draw. Don't junction Fire or Bio to your elemental
attack! For Status Defense, Junction Break to prevent petrification if you can. If you've got the Mug
ability for Diablos, enable it. Check again that you can draw. You don't want to know how irritating it is
to not be able to draw in the next scene. If you have Quake or Holy, consider junctioning these to
Elemental Attack for this battle.
[NOTE: If you didn't go down into the sewers for Weapons Monthly May as Rinoa, you can do so here.
Just open the sewer portal at the upper right and head down inside, then go left a few screens; head back
up the ladder when you've got it.] Head up the crates, jump to the wall and scale the ledge just like the
Rinoa, then another ledge to your immediate left. Run down the hallway and DRAW CARBUNCLE from the Iguion
before attacking. If you've managed to get the Mug skill by now, you should be able to mug some G-Return
items from them. Kill them before they kill you. Note that their Magma Breath attack can inflict Petrify
on you, but they helpfully have Esuna you can draw and cast on an affected character.
Once you've finished them off, press OK a lot, then junction Carbuncle to any character that doesn't
already have "Abilityx3" (likely only Diablos has Abilityx3 at this time), and into the hallway again.
Notice the trap door? Go down it and grab the rifle. After messing with Rinoa's head and watching Irvine
have a nervous breakdown, you are back in the other characters down the sewers.
The Sewers (Part II):
SWITCH THE JUNCTIONS BACK!!! Don't wander around down here with a bunch of unjunctioned characters!
You can card-mod the red bats to get an X-ATM092. OK, now that we're back in the sewers, get back to our
maze:
- Go strait and inspect the gate to get through..
- Cross the little bridge and inspect the gate on the upper left.
- After you go through the gate, inspect the ladder. It should fall. (If you cross the ladder you can
draw esuna on the next screen to the left.)
- Go past the ladder and up the stairs on the next screen to the left.
- Inspect the gate and go through.
- Go down the hallway and through the next gate.
- Go over the little bridge and through the gate to your right. (See the bio at the bottom of the next
screen? Instructions on how to get it will be bulleted in a minute, if you need it - but it's easy to get
from the card game.)
- Go right for the full screen.
If you want some Zombie:
- Go over the little bridge, and through the gate down.
- Pass this screen and get the bio then go back to where you were after step 11.
Go part way over the bridge and up the wheel.
- Go across the little bridge and down the other wheel.
- Go through the gate at the bottom of the screen and go down a full screen.
- Go down the wheel.
- Go through the gate at the bottom of the screen and go down a full screen.
- Open the gate and go down the wheel.
- Go through the gate at the bottom of the screen and go down a full screen.
- Open the gate, go down the stairs and inspect the ladder that is on your current side.
- Open the gate just after the ladder and go a full screen right. If you've been following along, you
shouldn't see a magazine here. You needed to get that either as Rinoa or as Squall/Irvine.
- On the screen here, ride the wheel up. (You only had to knock down the ladder if you didn't get the
Magazine already.)
- Go through the gate and up a screen.
- Go over the bridge, save your game, and then go up the ladder.
When you get to the first floor of the Arch, you will get off the ladder. You want to junction for the
final fight now. You can junction to Rinoa, Squall and Irvine (if you use potions for healing rather than
magic, don't forget to heal up the characters you've just junctioned. Also, Squall should be the one with
Diablos' Mug Ability for these battles.) Get back on the ladder and select 'go up.' When you get to the
next floor, talk to Zell to trigger looking out the window, then run over and flip the switch on the far
left wall. Then (eventually) Irvine will fire the shot and the final battle begins. You'll get a last
chance to switch junctions or use magic to heal, then it's go time.
This is another instance where it pays to have one GOOD and the rest mediocre characters. On my game,
Squall was at level 24 and the other characters were at level 9 and 12 for the final fight. [NOTE: If you
can get the ability to mug, Squall can mug a Hero from Siefer and an Elixir from Edea; both have healing
magicks junctioned, so you can just draw cast it at THEM to keep from killing them off before you've
stolen. It took about 8 mugs before I succeeded.]
I used Quezacotl to wipe the walls with everyone. One use of Quezacotl killed Siefer, and two killed
Edea. There wasn't anything useful to draw from Seifer, but Edea had Dispel, Life, Double, and Cura. As
always, if you've been playing the card game, you probably don't actually need these. Anyway, after you
win the battle and she kills Squall you get to save the game.
Congratulations, you have completed Disc One. To continue, head to to Disc 2.
Disc 2
Return to Laguna (Who is Blue?) :)
Disc II opens up to Laguna (and Ellone) who are in Winhill. There's a save point here and a curaga
draw point directly in front of the dresser. Follow the girl downstairs and talk to her, then head
outside. Just next door (on the left) of this house is a bar. Head to the front door of the bar. Walk
inside and meet "a stranger." When you meet the stranger, you can talk for a while or go and kill
monsters. Just FYI - it's super interesting to ask about Julia. You may learn something about the parents
of a certain party member of yours. If you want to draw Cura/Slow, you can from a catcharpillar enemy.
Also, you'll want to make sure you junction to both your guys. ;) I found an interesting junction in Shiva
+ Diablos (you can junction to nearly every stat this way). As far as I can tell, this scene only serves
to give you more information about Laguna, Raine, Ellone, and Julia. No cool stuff that I can see during
this visit to the town of Winhill.
Just do what you can to rid the town of monsters (if you want) or just run away from them and
continue on. After you talk to "the visitor" you have to leave the bar, go to the end of town (all the
way toward the viewer) and back. Outside the bar is a Dispel draw point (in the lower right of the
screen). The next screen down has a Drain draw point and a flower shop. One screen right of the Drain
draw point is a Reflect draw point. Down a screen from the Reflect draw point is an empty house, an empty
hotel. At the very bottom of the town you can find a store on the left. Bare in mind that Laguna has his
own money, but that any items he buys will show up in your inventory when you're returned to the other
characters, so try and spend all his money! When Laguna says the circut is complete, head back to the bar
and report to Raine and Ellone (well, Ellone tells you to report to Raine). Once you've made your report
(after getting caught evesdropping) you'll want to head back to the room you first woke up in. I decided
to see what happens if you keep Enc-None equiped. Laguna proudly announces he's exterminated no monsters,
and Raine is thrilled...?
Wake up and smell the prison:
Jail Break, Phase One:
The next scene openes up in jail. You are Zell. Talk to Quistis, then Selphie, then Rionoa, then
Rinoa again. Now press enter alot. Now you are Squall. Press enter alot. Fairly lame CG. Now back to Zell.
Press enter alot. Now back to Squall. Press enter alo... are you getting as bored with this as I am??? Now
Zell... Help the Momba. Now Squall... Lie or talk, whatever. Now you're Zell. Talk to Selphie twice ("I
hope it won't hurt!"), then talk to Quistis. Finally, you can do something again! Use your get out of jail
free card.:) Now it's time to JUNCTION! Go down one level to save your game (technically this is
optional), then go up two (or one past your starting) to get the weapons. Kill the guards (if Zell can
Mug, you can steal a potion or even a Remedy from a guard) and go back. BTW: Don't bother trying to do
anything else. Zell cannot open any doors when he is by himself. ONLY when joined by Quistis and Selphie.
As soon as you see your characters do their little zoom in sequence, start pressing the "menu" button.
Jail Break, Phase Two:
You want to get a chance to junction up your guys before the next battle. You'll likely wanna be
able to draw, right? So make sure you've got some room available. Once you have returned the weapons to
the other prisoners, your cell will be opened. Remember these clowns? (Yup. That's right, it's Biggs
and Wedge!) You can mug a Strength Love from Wedge and Regen Ring from Biggs Draw anything you want, then
kill them and leave. They had Reflect, Haste, Slow, Regen, Cure, Fire, Protect and Shell during my
battle. Again, JUNCTION! Junction before leaving the cell as the three of them. Now that you have three
usable guys, I recomend you play around for a bit. Unlike most locations, you cannot come back to the
prison. EVER. So, since there are some cool things here, pay attention and get some fun toys. First, go
back down to level 6 and save your game. Now descend to level 1 and start from there to get everything
you can. ( You cannot go past level 1.) Here is a list of what each level has on it:
Level | Room | Stuff |
1 | Left | Nothing. (With M/F: Save point, Thanks Zach!) |
1 | Right | Combat King 001 (Zell learns "Dolphin Blow") |
2 | Left | Box with Pet Nametag |
2 | Right | Box with Strength Up |
3 | Left | Cannot Open Door |
3 | Right | Box with Pethouse |
4 | Left | Box with Tent |
4 | Right | Cannot Open Door |
5 | Left | Cannot Open Door |
5 | Right | Man 1* |
6 | Left | Cannot Open Door |
6 | Right | Cannot Open Door |
7 | Left | Nothing (you started here) |
7 | Right | Cannot Open Door |
8 | Left | Man 2** |
8 | Right | Cannot Open Door |
9 | Left | Cannot Open Door |
9 | Right | Draw Point: Berserk |
10 | Left | Save Point |
10 | Right | Man 3*** |
11 | Left | Man 4**** |
11 | Right | Nothing. (With M/F: Thundaga Draw Point) |
12 | Left | Cannot Open Door |
12 | Right | Cannot Open Door |
NOTES: OK. It may be random which of these guys has the best stuff, so you might need to
play a while. It also may be WHEN you play them that they have good stuff. For example, even after playing
several hundred games against Man 1, I was unable to win the Ribbon before the Zell/Squall switch. |
|
* | Man 1: This is a guy who doesn't want to escape, but has no
problem letting you. I guess he's wounded REALLY bad, but whatever. You'll notice you don't see this
place PACKED with prisoners, do you? So, um, why are the local tax payers paying for this complex?
Whatever. Anyway, you can play cards against him. Now, I wish I knew the formula here, but I suspect it
is random. He charges you 500 gil a game to play cards, but for every time you win, he gives you
something. I played using: Ifrit, Minataur, Guardian, Quistis and Diablo. I never lost. Sometimes his
items are worth less than 500 gil, but other times they are worth substantially more. I have received a
str up, luck up, mega phoenix etc. But even if you like the card game this is probably not the best place
to spend your time playing it. See the note on Man 4 on Level 11.
|
|
** | Man 2: This is the guy from garden that runs the store. I'm
not sure what he is doing here, but you can buy (and sell) stuff here. This guy is the only non-enemy you
will run into that can't play cards with. You'll be driving around a little bit later, so be sure to buy
some fuel from him. :D One was enough to get me to the base. If you're playing lots of cards, you might be
refining some of your cards into ammo. You can sell that here for enough money to fund your continued card
playing.
|
|
*** | Man 3: This is another of the guys that will play cards with
you. If you win, the first time he will upgrade your battle-meter. He didn't give me anything after that,
when I was playing him as Zell. It's possible he may give you something when you're playing as another
character. If you are on the way back up after the "Irvine/Sand" conversation, he may not. He charges 300
gil. |
|
**** | Man 4: Yet another card player. He charges 200 gil. This
is far and away the best place to play the game. You can save on the next level down, and if you beat this
guy there's a minor chance he'll give you a Rosetta Stone - which will allow one of your GF to learn how
to junction 4 abilities at once. It's *very* hard to get these in this game, so if you like playing cards,
be sure to just mute the machine and spend the time to get at least one. I like to play as Zell on the
first trip up, but you can also play after the "Irvine/Sand" conversation.
So why do you really need this? If you've been following along, you're probably wondering why I keep
encouraging you not to level up your characters. This was why. Once you have a Rosetta Stone, you can
Junction the following Abilities to a character and level them up mightily: Ifrit's STR-BONUS, Siren's
MAG-BONUS, Carbuncle's VIT-BONUS, and (eventually) Leviathan's SPR-BONUS. [[ For now, you can use
Brothers' HP-BONUS until you are able to get the GF Leviathan. ]] If you kill off the other characters,
you can now basically level grind this one powerful character and repeat for the others later. This will
massively skew the game in your favor.
If you are playing on an emulator, there's one other thing to be aware of regarding the Pseudo-random
number generator (PRNG or RNG for short.) If you save on the level 10 save point, then force-off (hardware
reset) the virtual console, then load from that save, you'll reset the PRNG. Then, if you run up to the
room this guy is in as fast as possible, you can - if you are patient - win a Rosetta Stone every time.
Basically, you just Emulator-save before card-talking to him, then beat him in a game. If you don't get a
rosetta stone, simply load your Emulator-save, then card talk and refuse to play. Emulator-save and repeat
until you get one. I was able to win 3 of them this way.
|
Paying to Play...
Allow me to take a moment to explain about the strategy for playing cards here. I know it seems expensive
to pay upwards of 500 Gil for each game you play, but there's a silver lining here. If you take three
Tonberry or Tonberry King cards, you can use Ifrit's Ammo Refine skill to turn those into 90 AP Ammo, which
you can sell to the guy on level 8 for upwards of 5,000 Gil. Other cards that make sense to sell: X-Potions
from Wedge, Biggs and Fujin, Raijin, and the Ammo you can refine from Trauma, Oilboyle and Cactuar. Also,
the magic you can get from refining Chimera, Ruby Dragon, Krysta, etc are worth WAY more than the money (or
time, for that matter) you spend to get them. In addition to this, if you leave every hour or so to go save
your game, you're going to earn your Seed salary of up to 30k. The bottom line is, I always leave the jail
with WAY more money than I came. As always, YMMV (Your Mileage May Vary.)
Prison has its Ups and Downs...
NOTE: Barriers start out on floors 2-6 and 9-12.
When you get to Squall (Level 13), he is called Laguna by the little creature (Momba). Then, he ask you
to give them floors to make short cuts to. Be sure to talk to all the Moombas. The first set are "12,
11, 10." Just keep talking to him and recomending floors to make short cuts. All this really means is
that later in the game you don't have to run around the ones with barriers. After that, leave, and you
will hear the guys talk about stuff. Eventually, you and Selphis and Quistis will board the crain, with
Zell up top. Don't bother junctioning to Squall here, you'll have to junction back to Zell before there's
any action. When you press the button (go forward and press examine a spot on the right side of the
console) you will start moving. In a little bit, you will end up at the bottom of the shaft. If you are
peranoid about getting in battles, junction, otherwise just move right and then forward. Open the door to
see the sand. Then you hear gun fire and go back. See Zell. See Zell run. RUN ZELL RUN! If you are
just going to run, don't bother junctioning here. Otherwise, go ahead. In any event, continue on around
the center hole in a clockwise direction. Get SMACKED. Squall comes to the rescue, then gets ridiculeded
by Quistis. Everyone get's pinned down nicely and life more or less sucks.
Enter Irvine and Rinoa. After a brief discussion, (interupted by gunfire) Squall and Rinoa go up,
taking 1 other person with them. I chose Quistis, so I will use those names to explain the rest of this
scene. Junction everyone you have chosen, and head up to the top level. Try to leave, and the scene
should switch to the other three. JUNCTION THEM! From this point on, your activity in the prison is
basically on rails.
When you're ready to move on, descend toward level 3 where the thingy is waiting. STOP! READ THIS
NOW!!! Now you should be back to Squall, Rinoa and Quistis. If you talk to the moomba up and left,
you'll get a Cottage. The one just below the stairs down will give you a rename card. He also is trying
to tell you that the guy just ahead will use confuse magic, and that you should run. Junction again, then
you'll try to leave. Head up the small stairs and save at the save point off to your right. Now head up
the stairs to where the catwalk is. If you have Diablos' ST Mag-RF handy, try and ST Mag-RF some Betrayal
Swords to get confuse magic. Junction that to ST-Def-J or ST-Def-Jx2 for best results. Head up another
flight of stairs until your characters notice the catwalk. Try to head out across the catwalk. You'll
fight, then come back in. After a brief conversation over the radio, try to leave again. You'll get a
cut scene, then a break, then when the music starts, it will collapse stranding Squall. As soon as any CG
starts hold down the right arrow key. (Or controller arrow equivilant.) As the CG progresses you will
begin to see a green light at the far right end of the catwalk. Squall should be moving toward it. Once
he passes it, he should disappear.
Divided we Stand: After the scene comes back into focus, you will all discuss stuff then
leave in stolen cars. After a while you will park and have more meaningfull discussions near an Aero
draw. You really shouldn't need to draw that by this point, but whatever. When you can move again, go
climb up on the abandond vehicle and talk to Selphie. After a brief cut scene, talk to her again. You
will need to choose 3 characters here. I chose Squall, Quistis and Rinoa to be on one team, and the Zell,
Selphie and Irvine to make the 2nd team, so my dialoge will reflect that. Confirm you like whatever you
chose, and then the scene cuts. When you see Squall, walk to the left (past the 'turn-sty') and hijack
the train by hopping aboard and examining the controls. Some wuss will try to out-run the train to stop
you. Then you become the other team.
You can now exit the vehicle, should you wish. I usually do so and go fight fish along the coast to get
all four currently possible Stat-Ups from Ifrit (Str), Siren (Mag), Brothers (HP), Carbuncle (Vit). Once
you do that, you can use one of the Rosetta Stone items you (may have) acquired in the jail to make one of
your characters the level-up target. If you like, you can even head over the bridge to the city of
Galbadia and sell/buy/junk - or even win the Rinoa card from her father in his mansion. You just need to
talk about cards with him, lose the Ifrit card in a game with him, talk about cards again, and then he'll
play with the card and you can win it.
Anyway, once you actually start driving the vehicle, it appears you cannot use the 'exit vehicle,' keys
anymore. However, it CAN run out of fuel and then it only moves at a slow rate that is really irritating!
So when you're ready to go on, head forward and around the inlet of water, following it until you get to
the missle base. Feel free to use the map (press select a few times) if you need to to see where exactly
you are going. When you get there, you will be allowed in by the security guards because of your amazing
skills at subterfuge. Or possibly just incompetence.
To the Missile Base and Beyond! NOTE: Since you will get different dialogue depending on
what you do here, my conversations will all be italicized and written in
green. Once you get out of the truck junction your guys for the final battle. You can wait if
you want, but don't say I didn't warn you. Also, you'll miss Siren's move/find if you don't have it
enabled. If you have the ability to use Siren's move/find, by all means do so. You start out in a
banana-colored car. The missle base is north-west of your starting location, but you have to go past a
watery inlet first. Just head north past that, then turn due west. You really can't miss it. Drive
right in and you'll emerge as a group of your guys disguised in all-blue galbadian soldier uniforms.
Here's what you need to do, in order.
- Once you are junctioned, head over to the building on your left and go thru the door. Save your game if you wish, then examine the
wall just to the right of the left most door. Now go through the door and walk past the guard. Walk quietly by.
- Don't go thru the first door, but continue around the catwalk and head down the stairs. Save if you want, then head down the path past the stairs on the
left. Draw blind if you want, then talk to the guards at the right.
- Now go back down the hall then through the door by the save point. If you have
Siren's Move/Find, you'll see the draw point. If not, it's in front of the machine that the guard is examining. Draw Full-Life. Now talk to that guard.
They'll go on ahead.
- Leave that area and head back along the left branch to the place with blind, and talk to the
guards again.
- Now head back up the stairs you first came down (go and draw more full-life if you want first) and talk to the guard at the first door (the
one I "walked quietly by").
- Go through the door (draw blizzara if you want) and Just hit whatever then bang on it hard, and do lots of b2 pressing.. Leave now, and 'try to
talk your way out.' We were just going to call you guys!".
- Go back to where you got full life and Play it cool. Now Help out. I'm not sure you can draw more here, so "push B2 repeatedly."
- Now you can go back out the door and examine the control panel to the right of the door. Select: TARGET -> SET ERROR RATIO -> set ratio to max -> DATA UPLOAD -> 'YES'
-> EXIT.
- Talk to the man at the last stair case then beat the guys in the office up. You can draw confuse from
the guy in red here, and it's useful to have that junctioned to "status defend" from time to time. You
can Mug Hi-Potions from the blue guys and a Tent from the Red Base Leader. Afterword, examine all the
computer systems in the room, then go to the next room (forward). This is a good time to junction for the
BGH251F2 battle, if you haven't already. I junction for lots of HP and Str, then Elem-J Thundaga to as
many characters as possible. Now examine the computers in the 2nd room, and set the auto destruct.
Depending on how good your guys are, you can make this value whatever. I chose 10 minutes and was fine
given the Thundaga junction.
- After leaving the building, it's time to beat up on the BGH251F2. This large blue vehicle has Shell,
Protect and Stop. Feel free to draw if you want, then use Lightning magic on it. Quezacotl is your
friend. :) After fighting the vehicle, you'll fight the easy enemies inside. You can mug Potions from the
blue soldiers, and another Tent from the red Elite Soldier. You should get 'Weapons Monthly June' for
this. Now run around the parimeter like a chicken with it's head cut off and after a while your guys give
up and sit down. Farewell my friends - your sacrifice will not be in vain.
What's up with Garden?
Prep work: As soon as you have control of Squall etc, JUNCTION. You can technically leave garden and
head to the town of balam to weapon mod if you read the Weapons Monthly June you just won. There's not
really much else you can do in Balam, as far as I can tell, though. In any event, leaving Balam Garden at
least allows you to save outside on the world map, if you want. If you've been trying to prevent your guys
from leveling up, this is where you need to start paying attention to their "to next level" XP info.
Junction as many Stat-Up abilities as possible to the character with the least XP to go to the next level.
For me, Squall was 100 XP away from level 12, and I won a few Rosetta Stone items from card battles in the
Galbadia Prison. I used the Rosetta Stone on Ifrit so he has Abilityx4, and then I junctioned Ifrit,
Siren, and Carbuncle to Squall. I junctioned the Move-Find ability, along with Mag Bonus, Vit Bonus, and
Str Bonus. For the character with the next-fewest XP to go, I junctioned Brothers so I could get the HP
Bonus - just in case TWO characters leveled up at the same time. If you only have Diablos' Abilityx3, use
that to junction the Mag/Vit/Str bonus to one character. As your "Stat-Up Junction" character levels up,
be sure to do use the Switch menu to switch that junction group to whoever is most likely to level up
next. In addition to the above junction, I usuually do Quezacotl, Shiva, and Brothers to the 2nd
character, and Diablos to the 3rd. This gives me 3 characters with HP-J, and allows me to junction
Enc-None.
When you're ready to tackle this section, head through the main Balam Garden gate. You will almost
immediately be acosted by a faculty member asking a weird question. In my game I chose to say that I was a
follower of Cid (You know, the HEADMASTER) so I got attacked alot. If you tell the first guy you swear
allegence to "Garden Master Norg," you can avoid some of the battles here, but you'll miss out on some
excellent loot.
Here's your general explination of what to do:
Finding Cid:
- At the turn sty area, talk to the guy there for a mega-potion.
- Now go to the directory area and talk to Rajin and Fujin, then circle around the garden clockwise. At
each area of the garden, go and help people for cool prizes.
- Your first stop will be the infirmary. If you jump in to the battle, you can mug wizzard stones from
the enemy called. After the battle, you can card-talk to the doctor to try and prevent rule propagation
here. Basically just keep card-talking and saying you don't want to play until she does NOT start off with
"You know some rules unknown to this area." This will keep any rules from Galbadia from spreading to the
garden, and will set Balam as your new home base for future card battles. This is one of two places where
you can play cards during this session. Before you leave the area, be sure to non-card-talk to her also;
you'll get an elixir!
- Leave the infirmary and continue running around the area clock-wise to the Quad. Head left after
the Faculty member retreats, head left and - since these people are in SeeD uniforms - explain you're with
the Headmaster. Talk to the people here for an x-potion, then leave and continue your clock-wise circuit
of the Garden.
- Head to the cafeteria and talk to the Facutly member to start a Bomb fight. You can Mug a Bomb
Fragment, if you want. After the battle, talk to the people in the Cafeteria for a Gyshall Greens, then
continue your circuit around the loop.
- Next stop is your dorm. Talk to the Facutly member there to fight a Catcharpillar (mug a Spider Web if
you want), and then continue on. My party consited of Squall, Rinoa, and Quistis. Squall's room consisted
of one bed. So that's awkward. Anyway, you can rest if you want. And you can save.
- Continue around the loop toward the Parking Lot. You'll fight a Grendle along the way. You can draw
Double if you need, and you can mug a Dragon Fin. After the battle, head to the Parking Lot and talk to
Cid (and the other people here) for a Tent.
- Head to the Training Center and save the younglings. You may not get the same encounter I did, but the
dude called a t-rexaur on me. Mug a Dino Bone, then kill him off or card mod him. Talk to the gal
afterwords for a Remedy.
- Now you can head to the Library. Chat with the faculty member to fight a super powerful Grat (LOL),
and talk to everyone to for a Remedy.
- Continue around the loop. After you come full circle around the garden, you should see Xu running up
the stairs. Follow her. She'll get off on the 2nd floor and goes around the corner past the classroom.
Talk to her and she'll invite you to meet Cid. If you continue past where she was, you can go outside and
talk to the Bandana guy there to play cards. He plays with Page 6 cards now, so if you failed to get
something you wanted while card battling the girl in Galbadia Garden on Disc 1, you have another chance.
(i.e., if you want to win a bunch of Krysta cards and refine them for Holy magic, now's your chance.)
- When you're ready to move on, head back to the elevator and it will go up to the 3rd floor to Cid's
office.
He agrees to meet with you and after much talking to becomes a save point. I know, it's weird but save
your game here. You can also check any GF updates to make sure you are learning stuff. If you have Riona
with you, you may also want to verify that Angelo is learning something. He isn't? What kind of dog
trainer are you anyway!?! Don't forget you have to READ the pet pals magazenes you've picked up to be
able to set him to learn a skill. Don't forget to talk to Cid and save your game. Now then, walk over to
the elevator and watch some cool CG.
Saving Garden:
- When the elevator breaks down, talk to the girls, examine the control pane, then examine the floor
panel. You noticed that panel, right?.
- Climb down the ladder quickly, and thank the stars Selphie isn't here. What a terrible angle for a
ladder.
- Anyway, once you get to the bottom you will automatically jump to safety as the elevator crashes down
past you. (Wait, I thought it was STUCK. What broke? And why does it work in the next scene? Oh sorry
Suspend Disbelief for maximum pleasure.)
- Now, head down the hall and examine the floor with the big thing sticking out of it. When Squall jumps
down the hole, he talks to himself about fire for a while. (fire... fire... he he he... FIRE... uh huh
huh. huh...)
- When he's finished, head down the tube and around the corner.
- Go out the tube and down the ladder.
- Get off the ladder and cross to the door across from you.
- Open the door and go inside.
- Examine the huge valve there in the middle. I needed two people to finish the job.
- Now go back out the door you came in through and down the new ladder that has appeared.
- Exit the ladder and head down the long catwalk. Begin random encounter sequence. Use Diablo's "Enc
Half" or "Enc None" if you have it, or just fight/run.
- If you do find a Tri-Face here, be sure to Card him, then card mod for the curse spike, then
status-mag refine for pain. It's cool stuff. Anyway, go and draw full life here, then go around the big
pillar in the middle of the floor.
- I chose to just have Squall climb way up.
- When you ge to the room, press the button on the panel and watch the effects.
- Examine the ladder and climb back down. NOTE: BE SURE TO PRESS THE BUTTON FIRST! You can't come back
up. Anyway, I tried to go around the corner and look for more full life but it was used up. There is a
glowing green light on a gate on the ladder screen. (pretty much in the center of the screen.)
- Examine the gate, then go down the ladder.
- Save your game, then flip the lever and head toward the door; fight Oingo Boingo. I mean, the Boiling
Oil. I meant he Oilboyles. You can mug fuel here, but you cannot card them. This is not an easy battle,
unless you follow a few suggestions here. First off, be sure you saved your game! At high levels, these
guys will have confuse, and that can ruin your day. If you drew and juntioned confuse earlier like I
suggessted, this will not be quite so hard. Junction Blind to your status defense as well. If you don't
have confuse (and you REALLY want to draw now), I recommend killing off one of them, then drawing confuse,
while using curaga to keep your guys alive. If you get confused, be sure to quickly cast esuana (you can
draw and cast, if you need to) to clear the status. Go ahead and junction confuse to your status def if
you haven't already. You may not need it soon, but it's ALMOST NEVER good to have your character attack a
friend (exceptions are: reducing HP to get limit breaks and clearing statuses like 'confuse.') For the
curious, I always junction 'defensively' for this exact reason. Junctioning offensively can get your
characters killed off very quickly. In any event, I summoned Ifrit and Quezacotl twice (a different time
through the game) and that was a fairly easy way to kill them off.
- Once you beat the oilboyles, go through the doorway and down the ladder (you have to jump on from the
left). More cool cg.
- Go down the ladder (you may not be able to see yourself, but you're at the top of the ladder) and off
to the left.
- Go forward and push buttons. Keep it up until Squall talks back to Rinoa. More cool CG.
Tell Cid you will go check on the other people.
Finding Norg:
Before you go off to fight Norg, you might be interested to learn you can finally challange the CC group
here. See the Card Game Section for more information. I used to think you can't battle CC Club yet, but
he WILL show up on the screen one down from your dorm - if you've beaten Jack and Joker already. He came
in from the west when I played against him.
- Go to the second floor observation deck (past the classroom, through the door at the end of the hall.
NOT THE EMERGENCY EXIT!)
- When you have control again, go back toward the classroom. Now press B1 alot. :) Eventually, you
will end up back in your room with Rinoa and she will ask you to show her around Garden. (Don't change
your junctions unless you are planning on doing the CC side quest.)
- Go counter-clockwise toward the directory and talk to the doctor along the way. After visiting the
Doctor, head back the other way and visit the Parking Lot, the Training Center, and the Library. When
Rinoa looks around the library, head one screen right. Try talking a few times, then leave the library and
head toward the elevator.
- When you get to the directory screen, a member of the Garden Faculty will come and tell you to go down
the elevator. You can leave the screen now, if you want. You can do the Card Game side quest for Balam's
club.
- Talk to Cid, then follow the Faculty guy to the battle with Norg.
(You will be able to draw Leviathan after you break his shell.) If you mug him, you can get a circlet
(Merry christmas!) You can get SPR up from his left (your right) orb, and MAG up from the other. (On a
random side note, does anyone know why Norg is the only boss who does not have his own personalized card?
And why is HE the dude on the shumi tribe card?!?) Have Rinoa hit the orb on one side and Quistis hit the
other. In the mean time, have Squall attack or call a GF until the top blows off. BE SURE TO DRAW
LEVIATHAN FROM HIM BEFORE ATTACKING HIM! Continue the strategy mentioned before. I used Quezacotl and
wiped the floor with him in 4 rounds (avg boost: 103).
Squall now wants to go talk to Cid. Junction Leviathan and set him to learn Supt-Mag. After that
you'll want to teach him Spr+20%, Spr+40%, and then Spr Bonus. Once he's learned Spr Bonus, you can use
the Abilityx4 junction to really level up one of your characters as I mentioned above. Before starting,
save your game in the training center and have a little play time to explore Garden. I like playing the
Card game here. Even if you lose your cool cards, you can always go back to the save point in the center.
Also, it's a good idea to card a bunch of things here and have Leviathan learn Supt-Mag RF. His recover
skill can also do 9999 damage to undead, so it's good to have as well. GF-Med RF is usefull, I guess, but
I've never used it. :) 'Man from Garden' also begins appearing here in the TC, so you can buy/sell stuff
if you want. Things you can't do: Talk to Pigtail Girl in library. Leave Garden. Play cards against CC
Heart or Cid. (but you can beat the Balam Garden Card Club through Spade en route. When you are
ready to continue, go to the Infimiry and talk to the doctor and Cid. Give report, etc. Now walk around
to the directory and tell Xu where Cid is, then head to the 2nd floor observation deck. After your party
splits up, go and find Ellone. (Big hint: She's in the Library.) Press "ok" a lot, watch squall go through
a crisis...
Fisherman's Horizon
After Squall's philosophy lecture, he'll wake up in his room. Either go with Rinoa or not, then
you'll walk around a little bit and end up in Cid's office. When you get control back, you have another
opportunity to win the Seifer card from Cid before it becomes really hard later. After talking with Cid,
head down to the 2nd floor deck and head down the catwalks toward the center of town. Talk to the guys of
FH for some background info. On the way, there will be a ladder down in the middle of a catwalk. Take
that and head left up and down some ladders. You'll meet the Master Fisherman and (if you're good) you
can spread the OPEN card rule around, but be careful of the Sudden Death rule. Also, regular talk to him
and he'll give you occult fan III. Keep talking to him until he asks you to talk to his 'pupil.' Go back
up the ladder and continue right.
Mayor:(The mayor's house is in the middle of the big solar cell array.)
If you're playing the card game, head right a screen before walking through the front door. You should run
into Martine, who has the Ifrit card if you lost it to Rinoa's Father.
Talk to the mayor, then go right and draw Ultima from the hidden draw point by the machine. You can win
the Quezacotl card from the mayor, if you're good (it took 6-7 games before he even played with it for
me). If you've been playing along with the Queen of Cards side quest, you can also win the Irvine card
from the mayor's wife. After that, head back to garden to ask Cid for permission to allow outsiders into
Garden. Along the way, Galbadia will show up, and you'll have to follow the mayor to help him (If you try
to go back to garden before helping him, Cid will just ask you if something's wrong.) Then you fight
standard Galbadia soldiers.
For the initial battle, you can pretty much just attack them; standard Galbadia soldiers shouldn't be
much of a fight for you by this point. As a bit of an asside, though, if you've been leveling up your
guys, the enemies will also level up and have better stuff. You can mug potions/tents from low level
Galbadia soldiers, and Hi-Potions/Cottages from higher level ones. After the battle a familiar looking
BGH251F2 (Ironclad) shows up. If you have steal (mug), use it. I got an adamantine out of this thing!
To beat it easily, use Quezacotl. 3 tries for me and it was toast. Now we see our friends again! You'll
have to talk to Rinoa first, then you can talk to Dobe. If you come back to this screen later, there's a
man at the bottom of the stairs. He tells you he has 256 cats, but that he can't count higher than that.
This is a joke. For those of you who don't get it, Final Fantasy has nearly always relied on 8 bit
numbers. 8 bits lets you count between 0 and 255, for a total of 256 different values. I guess you kinda
have to be a computer nerd for it to be funny.
More Fisherman's Horizon: After talking with everyone there, head up the stairs and across the
street to the tower looking thing. Go inside and examine the Momba. Then read the issue of Timber
Maniacs. Now you can talk to the man about the battle. Play cards with him if you want, then leave. When
you exit, head down the tracks and along the road to the right. Talk to the kid over and over until he
gets it right. NOTE: If you try this conversation before talking to the Mayor, you may find the kid gives
up until after the battle. Read any Weapon's Monthly magazenes you haven't already, then you can talk to
the old guy on this screen to remodel your weapons. Remember, card battles can get you the hard to find
stuff!
Head back left across the dock, and you can go upstarirs of the shop across the street for another
Timber Maniacs. When you are ready, head back to garden, but don't let Irvine's schpeal keep you from
talking to the master fisherman on the way there. He wants to meet you at the inn. Play along. Head
back up the long ladder and head right. Down the elevator, and right to get to the inn. Talk there and
head out to the junk shop area. Eventually you'll get a megalixer out of this, but you may have to talk
to people for a while. And where the master fisherman used to sit, there is now a full-life draw point.
;) Now head on up to the garden.
A Couple of Couples:
Along the way, talk to Irvine about Technitians, Selphie, guns and women. Head to your room and save. If
you haven't already done it, I'd use this time to start take on the CC group (aren't you tired of me
saying that over and over?) You can get GREAT cards this way. You'll not be able to play Queen or King
until you've watched the concert. Head to the quad (stage area) and find Selphie. Then you will go to
Cid's office and report. Amazingly, every single one of your charcters learned to play every instrument
in their childhood. Be sure to pick the right ones. The dialogue later depends on what happens here. I
recomend Flute, Guitar, Tap and Violin. Not only do you end up with dialogue that will explain alot, it's
also pretty funny to watch Zell Tap Dance. :) After you watch it, you might want to go back and select
Sax, Bass, Electric Guitar, and Piano. They'll play a different song (one that you may recognize...)
Once you decide, you will wake up as Squall. Leave your room and talk to Rinoa. OK, the two of you
are going to hook up eventually, so you better get used to the idea. When you finally meet her, head out
and talk to Irvine. Twice. Then you should get some decent music and a fun time all round. Then you'll
go back down memory lane and.. OOPS! Time to go to the bridge IMMEDIATELY... Remember, that word comes
from the greek, "IMME" or "Whenever" and "DIATELY" or "you have time." :) Just walk around if you want.
So go to the 2nd floor classroom and talk to the girls to get your stats. Then go to your terminal and
login.
Select "Garden Festival Commite" and read Selphie's diary, etc. You can also see the "Sir Laguna"
page where all those Timber Maniacs you have read will show up. OK. I know it's confusing, but here is
how this works. The Diary goes in reverse order, so that you can exit when you get to a place you have
already been to. Unfortunately, it's irritating to no end to try and figure out what Selphie is talking
about at any given time. I guess that makes sense, though. :) SO! When you are done, head out and up to
Cid's Office (now the bridge.) If you've been following along, play against CC Heart, then talk to Nida
(did you catch what Quistis just said...?)
You'll take control of the garden, but exit back to Squall (triangle, or equiv). If you want to
play against CC King, just head back to your room and have everyone leave, then rest. Save when you've
beat the King, then head back up to the bridge to continue. If you are playing the PC version you may now
cheat, otherwise, I'd suggest you engage in other side quests. You should be able to
continue the Queen of Cards side quest now, too. Of course, I always suggest heading to Shumi Village for
a bit of Ultima Magic (it's all in the side quest area on your left). It cost 5,000 gil, but it's worth
it. See the Other GF section to see how you can get Odin and Tonberry at this time, also.
Going up to Balam
When you rea ready to move on, head to the city of Balam for your next mission. When you arive, you
realise that there are guards everywhere, and that Galbadia has taken over the town. Equip your party
with Zell (and Quistis for a laugh), set your Junctions and head down toward the city. Talk to the two
old people out front, then talk to the soldier. You may have to walk around a little bit before he
finally gets suspicious. I just had my guys leave and then come back. Eventually, you should be able to
convice him to let you into the city. Here is the order of what you have to do here.
- Talk to the soldiers in front of the inn.
- Talk to the soldiers down at the dock. Both guys and the dog.
- Go talk to Zell's Mother (wander around his house. If you have Quistis in your party, head upstairs for a laugh).
- Talk to the guys by the train.
- Go talk to Zell's Mother again.
- Go talk to the sick men at the train station, and the engineer.
- Go gack and talk to the Dog (yes the dog) and follow him to the train station.
- Now SECURE YOUR JUNCTION then follow Raijin back to the inn. Junction Notes: For battles where I'm using the Mug skill, I try no to
junction any magic to Strength, Elem-Atk, or Status-Atk on that character. That way I don't have to spend time curing my enemy while mugging,
or accidentally kill them off without getting the cool items I'm looking for. For this comming boss battle, if you junction Pain to
Status-Atk on someone you can inflict them with Darkness.
From here you can just go and beat them up (mug some str-ups from Raijin), but be sure to draw Pandamonium from Fujin when you fight her (mug a megalixer, if you
want) Oh, and if you have the 'counter' skill, make sure it's not on. You can accidentally kill her in one lucky shot and then you can't get Pandamonium. :)
Ironically enough, guess what I just did after saying that here. NOTE: Once the battle is over, you cannot just go back down with Zell to get his magazene. You
have to wait until later. The *first* thing you should do (of course) is to junction your new GF, and probably set something to be learned. I recommend going for
Spd-J. You can go stay at the hotel and read an old issue of Timber Maniacs. In fact, talk to the hotel owner as you leave the hotel and engage him in a card
battle for Pandimonium. Of course, this means you have to beat him at cards. I HIGHLY recomend you save you game here first! Oh, and if you're doing the Queen of
Cards side quest and she told you she was going to Balam, you can go back to there now and actually find her.
Trabia:
Head to Trabia Garden in the norther part of the Island between Shumi Village and Balam. You should be able to see it on the map, actually.
When you get there, Selphie will run ahead. Here's the order you have to do stuff in...
- Follow her and talk to her and the gal she is with.
- Now go right to the grave yard if you want to get another copy of Timber Maniacs.
- Now go back past Selphie and head left. When you get to a fork in the road, go right.
- Talk to the guy reading the book twice.
- Follow the directions in the book for a copy of Weapons Monthly, August. (Head to the Fountain, and go down untill just before the scene
switches. It's on the ground to the right.) You may have to talk to the little girl to get her to leave first, though.
- When you have that, head back to the fountain.
- Talk to her best friend then go and watch her cry at the grave yard.
- Go and talk to the friend again, and then go and meet Selphie at the basketball court. Draw Aura from the rocket on the way, if you want. The basketball court is three screens left.
- Talk to everyone, then try to leave.
- Press enter alot and follow the guys outside. Talk to the little boy, then take the left path down to the ocean.
- Now talk, talk, talk, talk, talk. Then talk. After that you can go and talk. Here's a little story 'bout a man named TALK! Oh sorry. IF you pay attention here you MIGHT figure out what is going on.
Anyway, when you finally leave the dream sequence for the last time, your next task will be to take your guys and head for Edea's House...
But, there are a few other things you can do first:
- If you are good enough, go back and try to win Selphie's card from her best friend. Be carefull, though, since Trabia uses Random. FWIW,
I came here after Dollet and she recommended a game with Dollet's rules and Trabia's rules. When I accepted and won, the Random rule was
abolished from Trabia!
- I would also recommend people go after Odin/Tonberry if you haven't already.
- Shumi Village Side Quest (see the Side Quests section)
- Winhill Side Quest (see the Side Quests section)
- Chocobo Forests Side Quest (see the Side Quests section)
- Queen of Cards Side Quest - up through Chubby Chocobo (see Card Game section)
Eada's House:
To get to Eada's house, head due north from shumi village (which is very close to due north from Trabia. While you're there, get some Ultima!)
When you encounter a land mass (not the one shumi village is on) follow it around to the left. When you see the lighthouse, you'll probably
also see Galbadia Garden floating around nearby. Try to stay away from it. Don't leave the water until you are really close to the
lighthouse. Then, land as soon as you can and walk the rest of the way. When you get to the lighthouse it looks familiar to Squall. If you
go exploring he'll get the feeling there is something huge nearby. Duh! Go back to your Garden and head toward Galbadia's Garden. It should
be floating over some trees nearby.
Attacking Galbadia Garden:
OK. This is going to be a long section, so don't try this without a bit of time to spare. I'm going to assume by this point you have the
move/find skill and that it is always equiped. Get your party all healed up and head toward Galbadia Garden. It's floating over a bunch of
trees near Eada's house. After seing Galbadia in binaculars with lenses that seem to be made of wax paper (then battle music starts. How
could a battle be inevitable? It looks like a rotten apple!) Squall will be asked to make announcements.
Gentlemen, start your gardens!:
Make your announcments. Pick as many as you want to make and then press 'no orders/end.' I chose { prepair for attack, prepair for defense,
take care of lower classmen, and call my comrads. } If you jabber on about meaningless stuff everyone gets confused and it's kinda comical,
but your SeeD level may suffer or your comrads may ridicule you. When the announcement is finished, head down the elevator. Squall tells you
not to bother junctioning yet, and he isn't kidding.
After you go down the elevator, watch the CG of a deer with bad tendonitus. (I mean, how lame can a deer look jumping?) Talk to
everyone you meet so that squall looks important. You'll end up on Level 2 first, so head for the classroom. Talk to the people there, then
head back to the elevator and go to the first floor. Since you can't get anywhere else, head for the Quad. You can save at the save point
along the way (by the trash can in front of the wheel-chaired guy ("Strategist"). GO to the quad and talk to everyone. Zell takes the ring,
you talk to everyone again and try to leave. Nida comes on the air and requests you come to the bridge now, so go. Cool CG scenes.
Isn't she Expendable?!?:
You are now Zell, et all. JUNCTION, then head left to the main area. After the ring switch, head farther left and watch Rinoa fall to her
near-death. Now leave and go to the front gate to enlist Squall's help. The team will divide again, but you may have to wait until you leave
the turnsty screen before you can junction. Remember to junction Rinoa's GF etc to someone else, as she really doesn't need it where she's
"Hanging Out." Head your party to the elevator and select "2nd Floor."
Go left and enter the classroom. Beat the twerps here and talk to all the survivors. After sending the female student away, you will
be summoned to the bridge. Head up and talk to the doctor. After about 20 minutes (no I'm teasing, it just seems like that long) you will
again have control of Squall. You have to save Rinoa, but how? Well, she's at the Quad, so head for the classroom! (Bizarre, ain't it?)
Actually, your elevator stops on the 2nd floor and the idiot that was supposed to be taking the students to the infimary is lollygagging
around looking for one lost sheep. Anyway, go help Mark. Choose "Look around for another option." Then "Press the button for the emergency
escape." Just hold down the triangle punch button and wail on him. It's a pretty stupid way to do this in my opinion. I mean, the guy knocked my
character off, and he had 9999 health and 255 str. I mean, one punch should have knocked him into oblivion. But anyway... After you save
Rinoa and land, head left and listen to the dialogue.
Enter the Garden:
Eventually you can enter Galbadia Garden. If you have move/find, there is a draw point in the distance past the entrance. It's aura for
those of you who don't have enough allready. Head in, choose a party, junction and save your game. Here's the play-by-play, er, I mean,
step-by-step.
- Now head right, then right again at the next hallway.
- Go up the stairs to the 2nd floor and talk to your good friends Raijin and Fujin.
- Go left (past Raijin) and take the first door on your right.
- Talk to the guy there for the first Key Card.
- Go back the way you came and save your game at the save point.
- Head left this time and go thru the door on the left which you can now open with the key card.
- Cross the rink (you can draw protect at the far goal and life in the locker room), and head out the door.
- You should be in a hallway. If not, you are probably in the locker room. Leave the room and head right until you find another door. Go
through it.
- Now that we are all in the hallway, head through the door on the right.
- Talk to the guy there for the next Key Card [2].
- With level [2], return to the save point by going down twice (after leaving the room where you got the card, of course).
- Go right again twice to return to the stairway and go up to the third level (Rajin and Fujin are on the 2nd floor).
- Go up the stairs, and use Key Card [2] to go through the door and head left until you jump off the ledge.
- Continue left (draw shell if you want) and enter the garden.
- You should be on a screen with chandallers. Go down three screens.
- Head around Cerberus and save your game. Make sure you have junctioned everyone nicely (junction Mag Def to Quake).
- Optional Great Magic: You can draw Pain, Bio, Flare and Stop from a tri-face here. (You can also mug curse spikes from them, but it's
kind of unnecessary if you're drawing everyone up on Pain.) At the very least, get flare! I stocked up here (my guys are immune to poison).
If the Tri-Face doesn't have the high-level magic you want, you can use Tonberry's LV-Up ability to increase the level and get the good magic.
- Beat the dog (you may have to "talk" to him to fight him). If your team is lower level, I recommend junctioning air magic to
Mag-Def. If they are higher level, be sure to junction Quake magic to your defense. Be sure you mug a Spd-J scroll from him, and if
your charactes are a high enough level, he'll have Tripple you can draw, so be sure to have space available! Save again, then junction
him, set him to learn "alert." Draw "haste" here if you want, then head left one screen.
- Go through the door on your left and talk to the girl there for the next key card [3].
- Back past where you beat cerberus and up to the 2nd level (you passed the stairs leading there on your way into this room.)
- At the top, head left and go up the elevator. When the elevator stops, you can head right and save your game at a point there before
these last nasty battles.
- Draw from Seifer if you want and/or mug some mega phoenix potions, then beat him and head back to the elevator.
- When it gets to the bottom, head down one screen, then right past the stairs.
- Circle around the bottom of the screen and save you game at the save point.
- You'll get 50 AP from the upcoming battle, so set your GF to learn accordingly. Now head right into the auditorium. After
beating Seifer again (depending on his level, you can mug a Hero or Holy War from him) DRAW ALEXANDER FROM EADA!!! Now take her
out too (you might be able to mug a royal crown from her - I did). If she hits your characters with status attacks, just
draw-cast esuana from her. Her Malestrom attack can cause curse - be sure to cure it. She is reflected, and if you cast dispel
at her she'll waste time casting that instead. I had to use cura on both Seifer and Edea to keep them alive while I used
steal/mug to acquire the stuff I wanted.
After the fireworks and dialogue you'll be asked where you want to save the game. You know what that means! End of disc two! OK boys and
girls, we're half way there! When you're ready to continue, head to Disc 3.
Disc 3Back to Edea's House:
After saving and swapping discs, Squall is back in command. Don't forget to junction your new GF, Alexander. You probably want his
"High Mag-RF" skill. Leave the infirmory and head to the bridge. If you like, you can always talk to Rinoa first. Ha ha. Just kidding.
You can't talk to her 'cause she's DEAD! No, you know I'm only joking when I say that. This isn't like FF7 where you know who DIES and REALLY
PISSES OFF A LOT OF PEOPLE!!!!!!!!! Anyway, I'm not bitter. No, not a bit. (Stupid $!#@&*$ game.) Anyway, head up to the bridge and talk to
Nida if you'd like take off for Edea's house, but...
This is also a great time (prolly the last chance, actualy) for taking on the Card Club in Balam if you have followed the two main
principals. (Don't spread any rules to Balam and get lots of cool cards early on. Do the GF quests that you can for cool cards! Odin
Rocks!!!!) If you head into the Training Center and go to the left branch, there's a Weapons Mon Jul magazine laying on the ground there.
Anyway, on to Edea's house... If you walk along the shoreline due west of the house (and keep pressing X), you should eventually find a
Holy draw. Anyway, when you get to Edea's house (first screen up has an old issue of timber maniacs, next screen to the left has a curaga
draw point). Cid will appear from the right, and talking with him will allow you to go on to the next screen. As soon as you do, you're able
to play cards against Edea and win her card from her. When you're ready to advance the plot, talk to Edea a few times. You'll learn all
sorts of things. ( If you seem lost at Edea's house, just try to leave and everything should work itself out. )
Now, if you have been following some other guides ( or the game logic for that matter,) you would jump to the conclusion you should be
searching for a ship right now. That's wrong. You should now check that Squall has junctioned his GF and at least one other character has
too - make sure you remember which character it is. If Squall and this characters already know Flare or Meteor, consider transfering their
magic to someone else, as you'll be able to draw these from an enemy soon. When you're ready, go talk to Rinoa in the Infirmory and the scene
will switch to Laguna.
Laguna the Actor:
Remember I said to check Squall and another char's junction earlier? Here's why. Now we see laguna's acting career. Watch the scene
(right out of the Marx Brother's) unfold then battle the Dragon. If you get knocked down and select "I'm done for..." the game will actually
end, which is totally stupid. Just tell the game you want another try. The best way I've found to get through this is to never defend and
just use triangle as fast as possible to keep attacking, and thereby prevent him from attacking. When you knock down the dragon, Laguna will
call for Kiros.
Select "Wait a minute," and you will be able to save and junction some GF to Kiros as well (since the previous junction was only for
magic). If you have the game auto-junction for you, be sure to check and verify taht you don't have Fire/Wind magic junctioned to your attack
(as for defense, that's actually a good idea!) While you're at it, if you have Tonberry, junction Lv-Up and Lv-Down to someone. If you get
the Red Dragon at a high enough level, you'll be able to draw Meteor from him! (You can also get Flare, if you don't have enough of that
already.) Don't forget to free up space, if either of your characters are full of magic. BTW: If you run around on these screens you can
find Bite Bug and Mesmerize enemis, if you need.
If you head left after selection "Wait a minute," you can save your game, which I kind of recommend. :) Heh, heh. One time I totally
got a Zantenzuken here. :D After defeating the dragon (by the way, a Mug will earn you an infirno fang) you will be held captive by Ellone's
"charm." Eventually Squall get's the bright idea to talk to Edea. ("Hey wasn't Squall just talking to..." "SHUTUP!" "Oh.")
Back to Edea's:
OK. Despite the fact that now ALSO seems like a perfectly logical time to go after the SeeD ship, you're going to go talk to Edea.
Head back to Edea's house. In route, stop by and look at Selphie's Diary logs of Laguna's articles. (If you missed it before, grab the 'Timber
Maniacs' on the floor and read it.) Then go back and see what the new mag is. When you talk to her you will get a piece of paper that allows you to
board the white ship. (If you want, save your game and then try without going to her house.) In any event, to find the ship:
- Go to Edea's house.
- Head north until you see some forest.
- Go forward and float above the island in front of you.
- That Orange thing that just showed up north and slightly east is the ship.
White SeeD Ship:
When you get to the ship you will be told that no "one believes you; go away." That guy is a jerk, head strait and say hello to a couple of old friends...
After a delightful conversation about the good times you all shared ( >.> ), head up the stairs and talk to Zone (you may have to talk several times).
Give him the "Girl Next Door" magazene you got from Timber Maniacs Head Quarters and get the Shiva card in Return. Read the timber maniacs there too. In
retrospect, the Shiva card really isn't worth the trouble it takes to aquire it, unless you're doing the queen of cards quest. Head back down the stairs and go past
Watts and down the next set of stairs. There's a Holy draw point here, which you can draw from after a few moments. If you leave this area and head back toward
where you first arrived, you'll be able to talk to one of the White SeeDs to hear a really creepy story. When you're ready to advance the plot, go back to the room
with the Holy draw point and talk to the guy in the captains cabin a few times. You'll end up back on Garden. This is your last chance to do stuff for a while, but
don't go to FH or talk to Rinoa until you're ready to move on.
While we're on the subject of things to do before moving on... If you aren't trying for a speed run, consider going back to the desert area at the far east end
of the island where Edea's Lighthouse is. Each Cactaur you can defeat will net you 20 AP and very limit amounts of XP. This means you can really quickly get your
GF's abilities learned without leveling up your characters (which results in high level enemies, and is generally considered a bad thing.) I would highly recommend
getting Alexander's Med Data and Med LV Up skills so you can get 6xRemedy Plus (10 Remedy can become 1 Remedy+). If you have 6 of those in your inventory along with
6x Stell Pipe and 6x Malboro Tenticle, you'll be able to acquire a really powerful GF in the next area.
Finding Esthar City:
If you have found out that Ellone's in Esthar and have gone to talk to Rinoa in the infirmary, Squall will now magically show up in
Fisherman's Horizon and attempt to walk all the way to Esthar with Rinoa on his back. Game physics aside, this is still a bit of a streach.
When Squall is again controlled by you (like, 4 seconds later), walk right until the screen goes black and then appears again. Walk a little
while, when you have control again, talk to Rinoa and walk some more. All your friends are, of course, waiting for you at the Esthar
Contenant. I'm not sure how they got here, but they're here to wish you well, and of course to help you locate Esthar. You can take Edea if
you want, but she seems a completely usless character to me. Anyway, enter the continant and head east into the funny looking blury area that
looks like a big pit.
- Head strait into the icy wilderness.
- At the next screen, if you want Meteor or Thundaga, scale the head of the dinasaur skeleton on the right, and climb up his back to access
the ridge off to the right. The draw point on your right is Meteor, and if you cross the little skeleton bridge over the path, you can get to
the Thundaga.
- When finished there, climb back down and head strait along the path.
- Head right at the next screen, and under the two skeleton bridges.
- Go strait one screen to arive at the 'T'. Head right one screen if you wish to save your game, otherwise, take the left fork.
- The next screen contains an Abadon, so here are a few things you can do to prepare. Junction Holy to your Elem-Atk, make sure whoever has Alexander junctioned
can call a GF, and/or make sure your team can use magic. Also, he can cast confuse, so make sure you've junctioned it to Status-Def if you can. If you're a
high-enough level, you can draw Flare from him, so consider transfering the Flare from your three party members to other characters. This is a rather nasty boss
that you cannot run from or card. You can however Mug a Power Wrist if you are either super Lucky or Super Patient. Call Alexandar, cast holy/curaga and he should
be quickly gone. If he's at a high level, he may have Curaga, so you can draw-cast that at him for fun and profit. ;)
- After defeating him, head to the next screen (top right of screen).
- The next screen is the entrence to Esthar City.
- You may either enter the city or continue right to reach a dead end with no usefull stuff there. :) Random Side Note: How come Rinoa
doesn't fall off when Squall starts climbing the lader? Are her arms THAT heavy?
- To enter the city, go to the middle of the screen (where the flashing ladder is) and press the 'inspect' button.
- Climb the ladder, and head strait along the catwalk you appear on.
- At the next screen, you may play with the control panel if you would like to learn something about the whole camoflage thing, or just go
strait to activate the elevator.
- Watch the non-pre-rendered scenes and then eventually arrive at the elevator stop.
- Head strait again and watch the decently cool pre-rendered sequence.
When the moving hexagon stops (and suddenly becomes a trapazoid?!?) you should head right. You know, for an amazingly advanced
civilization, why the heck can these people not invent HANDRAILS?!?
Laguna at the worst possible moment:
You'll hear that irritating sound (and if you are really unlucky your computer will freeze in the middle of it and make it go ON and ON and ON until you
reboot and download the new drivers for your sound card. Some geeks have all the luck!) and you will be transported back to the land of Laguna. If you're trying to
keep your level low, be sure to equip Tonberry's LV Down skill and use it over and over. When Ward and Kiros leave, go over to the elevator. Laguna will complain
(big surprise there) about being hungry. Talk to both guards and eventually they'll go away. Talk to the moomba a few times, then the other slave a few times,
then the moomba again. Eventually you'll be in an easy battle.
When Kiros and Ward join you, don't forget to pause before the battle and make sure they've junctioned GF (since the Magic was
transfered, but not the GF). Does anyone else find it annoying that you have to remember which combonations of GF work well together? I
mean, I keep getting a good set, then the whole Laguna thing happens and now I have no idea what I was using. So for my game, I like to
junciton Kiros with Shiva, Diablos, and Pandemona. Ward gets Brothers, Carbuncle, and Cerberus. Laguna gets the rest. Don't forget to have
any "nnn Bonus" abilities junctioned. Also, I have Laguna using Tonberry's LV-Down ability, to prevent them from getting to too high a level.
After a few battles, head up the elevator and walk over by the weirdly dressed folks to learn some stuff. Keep walking toward them until
Laguna makes a brake for it (and accepts the position as leader of the resistance). When you have control again, draw death and/or save if
you want, then head back into Lunatic Pandora. When you get inside, pick up the Weapons Monthly 1st Issue on the floor, then head down the
elevator. Talk to Odine, fight a battle and go up an elevator. You'll get in the car and end up at Odine's Lab. Fight another battle and
save your game/draw double if you want, then sit on the little chair in the center of the room.
When this elevator stops, draw flare if you want, then head through the door. Fight again, and head over to the control panel on the
right. Inspect it a few times to unlock the door downstairs, then go to the glass window on the far end of the room. When Laguna finishes
yelling, go back down the elevator you came up in, and head through the door at the far end of the room (it was locked before).
Back to Esthar:
When you regain conciousness, you will be acosted by the 'welcome commitee'. Eventually, Rinoa will be left in 'capable hands' (I'm still not
convinced I know what the doc is capable of, but that's a whole different issue). You are now free to roam about the country. Talk to the
Presidential Aide here and he'll tell you to head to the Lunar Gate. It turns out Ellone is in space. You would not believe how long it took
me to figure that out the first time I played. (I didn't talk to the him the first time around.) You can also play cards against Odine to
get the Ward Card. Leave the room and look at the painting over the doorway to the room you were just in. Doesn't that look familiar? :) To
get to the Lunar gate, you're going to need to rent a car, but we really want to explore the city in the mean time. Since there are almost an
infinite number of paths through the town to the rental place, here are directions for getting there in the minimum number of steps:
- From the presidental hallway outside the room where you left Rinoa, head right (this is the screen where the queen of cards will end up
if she ever says she's heading to esthar) and sit on the elevator seat (select yes when askedto 'leave palace,') and watch the cool CG.
Wait... They have a protective bubble now...
- Once outside, head down then right.
- There's another one of those floating Seat things. This is a tube junction. When you get to the tube junction, take the 'City Entrance via Shopping Mall.'
When you get to the mall, feel free to get off the lift and do some shopping, or head on to the City Enterance. Be sure to try and visit all the stores (you're
just touching a screen, though some of the stores will give you a gift the first time you visit, so go back to them a second time. If Johnny's Shop is closed, just
keep trying and it will eventually be open. This one has some good stuff - if you've got the Call Shop / Familiar / Haggle / and Sell High skills learned, you can
get as much Gil as you need pretty quickly. Just buy 100 Tents and Cottages, then Recovery-Med Refine those into Mega Potions to sell back to the shop. Repeat as
desired. There's also Cheryl's stop. You can get a Rosetta Stone here if you try to enter it a bunch of times - really! This will teach a GF Abilityx4. If you
missed a rosetta stone while playing cards in the Galbadia Prison, you probably want this one. I recommend teaching Shiva Abilityx4 - that way all three characters
can get the fourth ability junction. You can draw tornado around here if you want, but if you've played the Card game at all, you probably have had plenty of
Tornado since before you even left Balam for the Fire Cave. When you are ready to continue, just get back on the transport seat and select 'To City Enterence'.
- When you get off the tube, follow the big yellow triangle that points down (not the small flashing one pointing up), and examine the panel to the left of the
rent-a-car access ramp. Select 'Rent Car.' (Trust me, it's worth it! The area around here is crawling with Malboro enemies, and they're not a lot of fun to fight.
If you have to go on foot, I'd really recommend Enc None.)
- Once you are outside the city, drive forward until that road ends, then turn right. Take the 2nd left and you should be pointed directly toward the lab where
Lunatic Pandor was. Head south from there to go to the Lunar gate. (Note: When you return to the city of Esthar, be sure to drive all the way to the city center -
where you came from.) If you get lost, press select and pull up your map.
Doomtrain Sidequest Note:
NOTE: If you want, go for the 'Doomtrain GF' at this point. Leave the city and head east by souteast until you arrive at Lunatic Pandora. Turn south and you
should see the 1/2 U shaped structure of the Lunar Gate. Head south by southwest and you'll come to "Tear's Point." Go forward two screens and pick up the
"Soloman's Ring" on the ground. If you have at least 6 steel pipes, at least 6 malboro tentacles and at least 6 Remedy+ potions, you can use it and call Doomtrain.
His St/Elem-Def-Jx4 skills are great, and his Junk shop comes in handy! Also, the Forbid Med-Rf lets you get refine Attribute-Up items from the cool stuff you can
card mod. In other words, if you have him, and like playing the card game, you can get seriously good characters at fairly low levels. Really cool stuff! Use
Quetz' Card Mod skill to turn an Elastoid into a steel pipe, 4xMalboro Card into a Malboro Tentacle, and use Alexander's Med LV Up (must learn Med Data first) to
turn 10 Remedies into 1 Remedy+. Doomtrain starts out with status attack/def junction, so I usually junction him to whoever has the Shiva-Diablos-Pandemona
combination. (Since Siren and Carbuncle also have Status Def junctions, this allows all three character to be able to defend against various status conditions (like
confuse, instant death, etc.)
Back to the Lunar Gate:
But on to the Lunar Gate. When in doubt, be sure to check you map, which now contains the location of all stuctures in Esthar. When you arrive at the Lunar
Gate, enter the building, follow the lady and enter the tube ("I'll do whatever it takes"). You have the choice to trust Zell or not, but the outcome will be the
same regardless of what you choose, so you might as well be nice. I mean, that was my choice. You can choose to be a jerk to Zell if you want. It's probably not
that far out of character for Squall, I suppose. You're going to have to choose a party here. I like the Zell-Edea-Irvine group. This group should get all junctions
- not the Squall-Rinoa-X group. I like to send Selphie along with squall, FWIW. Once you've chosen the party, have Squall follow the third wheel through the
elevator door. Watch the cool CG and then move the remaining characters outside. Exit the building, return to your car (you have to be on the world map to get in
your car, btw) and head back to the city. Don't forget - you need to drive to the city center, not just on to that part of the map.
Back to the City:
From the 'City Enterence' (where the big yellow triangle is) head left two screens, and down one. Draw Quake if you want, then talk to the research assistant
and tell him, "yes" you want to talk to the doctor. Follow him, and sit on the elevator seat. When it stops go through the door in front of you and talk to the
doctor. The short version is this - you want to try and jump on to Lunatic Pandora as it is crossing over the city. There are three places where you can do that.
You have 20 minutes to complete the mission, or it's game over. See below for directions to get to the first point within the 5 minutes alloted. When you have your
instructions you can leave. Feel free to talk to him if you want to have massive overloads of useless information. Once you have your characters
junctioned (Enc None is a must here), leave the laboratory and head for the first contact point. There is no reason to miss it, so I'll tell you how to get
there. From Dr Odine's lab:
- On the screen where you exit from the Lab, head right to the main drag (meaning, get on the main drag, don't go right one screen).
- Go Left.
- Go Strait (upper left corner of screen).
- Go Strait (Not left) at next fork.
- Go Right (not strait) at next fork.
- Follow the road to the right.
- Follow the road to the right (you appear at the top left corner of the screen here; it's kinda hard to see your guys though).
- When you see two Esthar soldiers looking at a blue car, stop and wait at the upper edge of the screen. I got here at 18:40 on the clock.
- Wait for Lunatic Pandora to show up (it will show up when the timer hits exactly 15:00).
When Lunatic Pandora shows up, defeat the soldiers at the door, and you will automatically jump in. Don't forget - if you're trying NOT to level up your characters,
Tonberry's LV Down skill can be pretty helpful.
Lunatic Pandora. Part II:
You should enter Lunatic Pandora towards the base. There are a lot of dead ends and other annoyances here, so just stick to the path
described below to get through with the least headache.
- Draw Meteor if you want, and head up the stairs.
- At the top of the stairs are three elevators, conveniently labeled Elevator I, II and III. Draw Curaga if you want/need to, then take
number 3 (far right).
- When the elevator stops, head down the stairs at the right and bottom of the screen, then take the ladder; you should end up at a confuse
draw point.
- To the right is a LuvLuvG (if you did the whole Laguna picks up and looses the key thing earlier).
- From there, head left past the boulder and check each of the rooms.
- Get the cool stuff (My rooms had a Power Generator in the far right, a silence draw point in the middle and a phoenix pinion in the far
left).
- Continue left. On your way, be sure to pick up Combat King 005!
- When you get to the little room, draw Ultima (unless you have all your guys full of it)
- Head back right a few screens, up the ladder, and back down the elevator. Because I had been fighting some battles for a while and had
gotten paid by Garden, I was able to head straight down from Elevator 2 and get another hit at the Meteor draw point.
- Go to elevator number 1 this time, and draw Holy if you need to, then head left around the corridor (you can draw holy across from the
elevator). As you go around the corridor, look for a small cave on the right. There will be a Speed-J scroll inside.
- At the fork in the road, head strait, and then you will be acosted by something you could probably beat, but you aren't given the chance
to figure it out.
- After Zell orders the retreat, watch some CG and eventually you will be Squall again.
Moon (base) Patrol:
When you get the chance, you may want to swap GF again.
- Talk to the guy in the white coat, then pick up Rinoa and follow them into the room.
- Save your game.
- Optional: Abolish the Random card rule in this region.
- Hard Reset the game console (don't use L1,R1,Start,Select).
- Continue that game and do the following card challanges against the guy on the right:
- Challange and say no [1] time.
- Challange and say Yes, then Quit without playing [1] time.
- Challange and say no [11] times.
- Challange and say Yes, then Quit without playing [4] times.
You should see the message: The "Random" rule was abolished from this region. If not...
- Challenge and say no [4] times.
- Challenge and yes Yes, then Quit without playing [5] times.
It should be easier to win the Alexander card from Piet (the
guy in the white coat here) now. Don't forget - if you challange often enough, eventually most opponents will offer the trading rule One
instead of the normal one used in the region (in this case, direct - ug.)
- Talk to Piet (in the white), then go into the next room and you'll put Rinoa on the table.
- Save your game, then leave out the door on the right and head toward the control room (the far end of the screen).
- Go Forward (past the stairs) and look at the screen when directed to do so. You can now go visit Ellone - she's up the stairs you walked
past on the previous screen.
- Go up those stairs and continue straight (that's toward you when you are playing and the game is upside down) and go through the door and
talk to Ellone.
- Optional: Win the Laguna card from Ellone. She plays with it - but rather infrequently; just keep trying. If you're using an emulator,
this is a good time to use the emulator saves. :) Note that you won't have another oppotunity at this, and the Laguna card can be Card Mod'd
into 100 Heros.
- She agreees to come look at Rinoa. (BTW: If you didn't head to the control room already, then along the way she decides to take a detour
and show you the moon; until you go over there and look at it, she won't follow you to the other parts of the station. Anyway, induldge her
and then go ahead and follow her to the bridge. Go look at the monitor next to your other character, then talk to Ellone. You can finally
get her to come with you to look at Rinoa.)
- If you have already been to the control room, then the red alert happens when you head down the stairs.
En Route, of course, the worst possible thing happens. The game begains to make sense... No Wait, that's not what happens. Rinoa becomes
posessed, that's what happens. Anyway, here's what to do now (and yes, you do have to wait for her at each step):
- Go save your game (this is actually kind of important, esp if you miss the next one.)
- Follow her into the control room.
- When she deactivates the seal, try to grab her.
- CLick on the panel again and watch the neat Lunar Cry.
- Follow Rinoa up the stairs and into the hallway you went through to get to Ellone (you will be forced to look at the eyeball, er-moon zit
poping.)
- Take the door to the right (it's kinda hard to see) and try to go out the air lock.
- Squall will decide he needs a space suit, so go look for one. (Hint: The space suit is behind door number three.)
- When you have it on, you can follow her out the airlock toward space.
- Hold forward on the controller until you get to the main docking doors and realize you cant get out, then come back down. (At some point
Squall should say, "I can't get out; looks like I'll have to go back.")
- Follow the other clowns out of the area hallway.
- Go find Piet (FWIW, this is your last chance to win the Alexander card) and talk to him.
You'll see a little cut scene, after which you can talk to Ellone, and then you can follow people out onto the elevator, or press the button
on the panel for a scarry cut scene. I didn't notice any time limits here, but there also isn't anything useful to do here (unless you LIKE
playing card games with these God-Awful rules.
- Anyway, talk to Ellone, get on the elevator and go down, then watch another cut scene, (if your characters can draw, there is meltdown in
a cupboard on the left, if you need it.)
- If you have move/find enabled, you may see a save point here. SAVE YOUR GAME. I'M NOT KIDDING. You don't want to have to do all this
over again if you screw up here.
- Head through the door to your right.
- Go talk to Ellone, then get in your escape pod's harness.
- When you get out of your harness, go talk to Ellone, then watch the long and boring Rinoa Death scene (OK, some people may think it's not
boring, but they're wrong. :) )
- When Squall decides to commit suicide, he leaves the pod.
- But wait, a really smart guy (Piet) said they were both going to die, so I guess they have to live!
- Anyway, point the controller up and right/left untill she lines up with him (point just up/down or just right/left if you are on the same
verticle plane). If she's drifting away too fast, press and hold triangle for a boost.
- If you fail, you'll have to go through that whole scene again! (Just kidding, you'll get one more chance - and she wont be so far off center).
- A large red thing will appear, and you'll be able to manuver toward it.
OK, how come after the "OUT OF FUEL" light comes on Squall is STILL able to take rinoa to the space ship?!? (Sorry, force of habbit.)
The Rangnorok:
Once safely inside the ship, JUNCTION NOW SO YOU DON'T FORGET. Sorry, voice of experiance there. When junctioned, save your game and
re-engage the anti-gravity by trying to leave. One you go through the door (and change clothes) you will get a reward for saving Rinoa.
Again. Anyway, Ever-The-Ladies-Man-Squall botches another meaningful scene by pointing out to a vulnerable Rinoa that they are about to
die.
You'd think even Squall would realize that THEY ARE ALWAYS ABOUT TO DIE! On a side note here, Rinoa ALWAYS limit breaked to 'Angel
Wing' when I played this part of the game. Odd. (Of course, if you have Odin, you can also get Zenzotsuken here and make it rain, but that
is treated as 'normal'). But now you get to play a little game. The basic scenareo is that the Propagators (these colored monsters) can
revive each other. The hitch is that they can only revive monstors of the same color.
Depending on your perfered level-up procedure, you may want to roam around here. If you like keeping your guys low-level with butt-kicking GF, you can kill
these guys out of order all day long. You'll get 5 AP and an item (some kind of stone - it's pretty much random) but no XP so your levels don't go up. Note that
you can't card them, but you *can* LV Up and LV Down, so you can farm cure, cura, and curaga if you need. They've also got Life and Esuna, and you can mug Wizard
stones, so you can refine high-level magic from those if needed. I like to junction sleep to status attack so these guys rarely even get to land a blow on me. If
you want to level up a bit, don't forget to junction ALL your GF (usually there will be a few junctioned to someone else by this point.) I guess I would say, if
you're only a few AP away from something, or if there's a thing you really want right now, then go ahead. Otherwise, you'll be able to get back to the Cactaur area
soon enough, and that's a much more lucrative place to grind in my opinion. YMMV.
So way - you have four colors, purple, red, green and yellow. The trick is to kill them in pairs. Kill the two purple ones, then the two
greens then the two reds then the two yellows. In other words, if you kill a purple then a red, the other purple will come and revivie it's
friend while you are fighting the red and the first purple will be back alive when you are done fighting the red. You have to beat these guys
in the correct sequence before the game will proceed, though, so... Follow this easy guide to do what must be done in the right order:
- Go down the stairs from where you first entered the ship and fight the purple guy.
- Take the leftmost (main) door (read next item before doing this one!)
- Run really fast and go through the door on the left side of the screen.
- On that screen (which I'll call the cargo bay) kill the second purple Propagator. Congrats, that's all the purple ones!
- Now go one screen to the left to where the ELEVATOR is and kill the green propagator there.
- Now go back to the cargo bay and exit through the door on the right (read next item before doing this one!)
- Run down (toward the player) and out the door to where you killed the first purple dinasaur (er, Propagator) before the red guy can
strike.
- Now head through that right most door and kill the second green guy.
- That's all the Green Propagators.
- Save your game. (Now do you see why I said to save your game earlier?)
- Now go out the door and up the stairs to where you first saw the purple Propagator.
- Fight Red Guy Number 2 - Now with less cancer causing agent... No, wait, that's red dye number 2. My mistake. (Out of curiosity, where was he before? Obviously he was healing the other red one! Oh, sorry.)
- Then fight the red guy I have been telling you to run past for so long. :)
- That's both Red Propagators. (Assume best Rod and Todd voice: Yeah!)
- Now go back to the room where the ELEVATOR was and head through the door on the left to kill the yellow guy.
- When he dies you will be in the elevator room. Go down two screens (toward the player) and kill the other yellow one. Where was he, come to think...
No, forget I asked. I don't want to know.
- Now go back and up the elevator
Now (thanks to the miracle of modern science) all the Propagator remains are gone. Once you go up the elevator notice that Squall can't follow directions and
DESIPTE being told to go sit in the right seat, chooses the MIDDLE seat in the front group of three seats. But I digress. Anyway, NOW WE HAVE REAL SOUND! Oh
sorry, I was just worried about the fact that there is real CD sound, not just MIDI. I don't know what do do in those situations. :) Well, we watch Squall learn
how to say thinks other than "Whatever" and eventually we'll get back home. OK. So if you leave the "I don't know what to do" screen there for a while (don't hit
any keys) the "Methos. Imotep" music sounds really dorky. Oh, wait. My system died right here. Ug, that's a lot of crap to go through again.... Anyway, Squall
hits another crossroad in his life where he finally decides he actually LIKES Rinoa. I know, it doesn't make since, but there it is. :) Geeze. Guy hates life.
Girl likes guy. Guy hates girl. Girl goes into coma. Guy likes girl. Girl becomes soceress and is capable of destroying the universe. Guy really likes girl.
So the running theme throughout the game is: Don't do crack. Of course, it all makes sense. So after all that rot, go back up into the space ship. You
will be in the Cargo Bay. From there, head left, then go through the door to the left of the elevator. When you regain control of Squall again, try to talk to
Quistis. After you realize you are flying, go back out the door and get on the elevator to go up to the cockpit. Congratulations, you now have the Rangnorok. Now
it's time to go save Rinoa.
Saving Rinoa: Fly the Rangnorok to the Sorceress Memorial. When you get there, take the long stair to the top (and draw
stop if you want) where the guards are. Talk to the guards to gain enterance to the memorial. Once inside walk forward to talk to the
Lab Guys. Then, walk left when the alarm starts. Go forward until he takes over and watch the cool CG. After the big guy in the robes
'talks' to you, you can leave.
Lots of things to do:
Check out the Side Quests and Other GF sections for a very large number of things which you can do at
this time. I highly recommend getting any new GF, then heading to Cactaur island for some grinding to
get them lots of AP to rapidly learn their Abilities. You may also want to get your weapons modified
as high as possible at the Junk Shop. This may involve fighting monsters or winning and modding cards
to get the required items. You can also continue the Queen of Cards quest if you won the Alexander
card from Piet. You can also go after the Pupu Card (see the cards section.)
Also, if you go to Esthar and have Squall sit on the couch in the presidential palace, you'll see Odine leave the room. If you talk to
the presidential aide, he'll tell you that Odine is still an important guy. From there, you can follow him to Odine's lab and play cards. At
least, I don't think there's anything else you can do except look into the restraining room and watch squall mock Odine by suggesting he
sequester himself there.
Optional: Dinner Time:
Do you have the GF Eden? Eden has an ability called "Devour" which you should really understand. By
using Devour on an enemy that's been sufficently worn down (to around 25% of their total HP), the
enemy will be consumed and you won't get XP (so your levels don't go up to fast). Depending on the
enemy, this can have interesting side affects. For example, do you need some Adamantine to get your
characters their best weapons? Head to the thin strip of island coast line north and a little east of
Deling City. This area is called Dollet - Long Horn Island. Run around the beach area an you'll
fight two types of enemies: Fastitocalons and Adamantoise. Devour on fish with simply restore your
HP. However... If you use Devour on an adamantoise that's above level 30, your character will have
his or her Vit attribute permanently raised by one. Here are the best things to Devour, and where to
find them:
Enemy |
Becomes |
Notes |
Adamantoise |
Vit +1 |
Found along beach of Long Horn Island, North and a bit East of Deling City. Must be level 30+. Use tripple-cast demi by two characters to quickly wear it down. Can drop adamantine. |
Behemoth |
Mag+1 |
Best found on Esthar Continent after acquiring Ragnarok. Must be level 40+. Actually, better found in Esthar itself at the same time. |
Malboro |
Spr +1 |
Best found on Island Closest to Heaven (way North from Lunar Gate and a bit east). Must be level 30+. Set battle speed lowest & wait. Cast tripple and 3xDemi for all chars. Probably starts at level 100, so use Lv-Down once. Junction Status-Def as Berserk, Confuse, Pain, and Sleep. |
Ruby Dragon |
Max HP+10 |
Best found on Island Closest to Hell (westernmost island). Must be level 30+. Can drop Dragon Fangs. |
T-Rexaur |
Str +1 |
Best found on Island Closest to Hell (westernmost island). Must be level 20+ |
Edea's House and the Presidential Palace:
Back abord the Rangnarok, you decide to head over to Edea's House. Have the Rangnorok take you there
(autopilot can be engaged by viewing the 'big map' while piloting around) and go on inside. Follow
Angelo left one screen. After a while nothing happens. Yeah. Try talking to the dog. After a bit
Rinoa shows up (or depending on your party she may be there all along.) Talk to her to begin another
long and boring (but at least not pointless) dialog. After you are interupted, head right and try to
leave to force Edea to talk to you. After a brief story, head back to the Rangnarok and over to
Esthar City. Land on the big cylindar on the middle of town, the airstation. It's the default
destination of the autopilot. You may have to nudge the airship forward to initiate the landing
dialog. Head to the presidential palace following these directions:
- Head down from the airstation.
- Go right until the road ends and take the upper branch.
- Follow that path strait until it ends in a triangle branch (not the first 'T' style branch).
- Optional: Do you need Energy Crystals to refine Ultima or mod into powerful weapons? Head down one screen and talk to the hard-to-see
all black character down the stairs to your right. This will start a battle with an Elnoyle. You can mug Moon Stones from him, or don't mug
and receive Energy Crystals after the battle is over. You can also draw Pain, Double, and Holy, if you need these. You can turn him into a
Card, if you don't want to get all the XP from the battle. If you need more crystals, leave the screen via the right path and return to
respawn him.
- Take the rightmost branch to the enterence to the palace.
- Head forward past the guards and get on the little elevator/transporter thing.
- When it stops, head left one screen - this is the entrance to the room where you first left Rinoa. Are you playing the Queen of Cards
side quest? If so, go in the room and win the Phoenix Card from the Presidential Aide there. That is the last card in this quest.
- Left a few screens from the entrance to this room is a door with two guards at the end of a hallway.
- Step to the center of the room, but read below if you're playing cards.
First things first - before you ask him any questions. Do you play the card game? If so, the first thing you should do is challange him to a
game of cards. Laguna has the Squall card and if you don't win it NOW, it'll be a while before you can. If you have a full card deck with
all the cards, you should see a yellow star by the Cards menu item, signifying that you've acquired them all.
Be sure to ask Laguna about everything (start from the bottom of the list and work your way up). He
has some interesting tales to tell. :) You should be able at this point to figure out someting major.
For starters, think about this. When Raine died, Ellone was sent to an Orphanage. But wait! Didn't
I hear somewhere that Raine had a child just before she died? (OK, you sort of have to read between
the lines to figure out that one, eh?) Would that child have been sent to the same orphanage? Hmm.
Makes you wonder, huh? Figuring out the point of this little story is left as an excersise to the
reader. :) When Odine starts talking pay close attention if you want to know what is going on! (If
you don't care and just want to get to the battles, why the heck are you reading this
walkthrough?!?)
Last chace for other stuff
After Laguna's Flower Power speech (and accompanying leg cramp) you'll be back abord the Rangnarok and heading for trouble. But first things
first. HEADING TO LUNATIC PANDORA IS A POINT OF NO RETURN. Don't do that until you've finished all the other stuff you want to do. Be sure
to check out the Side Quests and Other GF sections for a bunch of stuff you might enjoy. Also, if you do the Balam Garden Card Club quest,
you'll be able to to a lot of really high power cards during the final sequence which will let you massively level up your guys. I strongly
recommend getting all the GF, if you can.
If you'd like to use the Disc 4 Card Club rules to seriously level up stuff, I'd suggest you use this last opportunity to abolish the random rule from any place
where it exists. Hopefuly you've nuked it from Lunar earlier. You should also considre removing it by playing games in Trabia Garden and Winhill. See the emulator
note in the Cards section for more information.
Lunatic Pandora:
OK, this is your last warning. If you want to do any side quests, this is your last chance. At least get Odin, as it's fun to watch him fail for once. :) When
you're ready to advance the plot, pilot the Rangnarok into Lunatic Pandora and do a bit of prep work. Do you have all the Full-Life magic you want? You'll be able
to draw some soon, so if you want to transfer some away from your current party, this is a good time to do so. Make sure your team can draw, then save your game in
the far right cargo bay of the Ragnorok. When you're ready to move on, exit the ship using the cargo bay one screen to the right of the cockpit.
Old Friends:
As soon as you get out, you will be forced to battle Raijin and Fujin again. First off, draw as much full-life as you can get from Fujin. If your charcters aren't
a high enough level, she may only have cura. If at least one of your characters is level 30, it's worth reloading from the save point a few times, as her level is
kind of random based on your charater levels, so give it a few chances. You can Mug a Power Wrist from Raijin and Megalixirs from Fujin. When you are finished
drawing and mugging go ahead and kill them off. After the battle (I mean RIGHT after) make sure to junction to your new found wealth of Full-Life. I think it
works best as Staus protection. Also, Ultima as an Elem-Def junction renders your characters IMPERVIOUS to any elemental attack!
More Old Friends:
If you are ready to move on, head left and then strait until you come to a dead end. Head left from there to see Biggs and Wedge. You can avoid them altogether,
or go over and listen to Biggs whine. Don't worry, you don't have to fight them this time. They finally learned their lesson. :) Anyway, (save game then) follow
them out into the hallway, then you are once again loose in Lunatic Pandora.
To the center
If you followed my instructions so far, you have basically cleared out this facility already. If you want, you can visit some of the draw
points that you missed earlier (and some of them have recharged) but I will assume you know how to do that if you want. For now, what you
have to do now is go beat some people. So, go strait down the yellow tube to the door marked 2. Go down and head left to the door marked 1.
Go up one, and head left until you find the save point. Save your game, then continue along your present course (the path off to the right
seems to be a dead end). When you come around the corner, you are ambushed by something called a "Mobil 8." In stead of just beating the
crap out of it, try to mug. I was able to mug 2-4 [Vit Ups] from Left Probe, 2-4 [Str Ups] from the Right Probe, and a Laser Cannon from the
main Mobil Type 8 enemy. After that, just beat up on the Mobil Type 8 (the middle one; don't bother attacking the sides!)
When that battle is over, you have a chance to switch your junction before the next battle. OK, I kind of lied when I said there was a point of no return.
Technically you can go back to the ship and leave if you want/need to. Since you can draw Aura in the next battle, I like to transfer any Aura I have on my current
party to my reserve party members to free up some space (and of course make sure everyone has the Draw Ability junctioned). Again, if your characters aren't all
over level 30, be sure to save before continuing. When ready,follow Rajin and Fujin on down the path and save Ellone. When Siefer's buddies ditch him, go and beat
him up. Draw Aura if you want. Oh, and if you have Odin, don't worry, he won't keep you from being able to draw Aura. When he can't kill Seifer, his sword goes up
into another plane and grants you the power of Gilgamesh. See the GF Side Quests for more info on these two guys.
For the Seifer battle, I like to have everyone draw the magic they want, and when one person is finished (of if they were full to begin
with), I have them cast triple on themselves and use Curaga on the whole party to keep everyone healed up while Seifer is attacking during the
Aura Drawing phase. I then have someone Mug him for a Hero, and then just wail on him when everyone has the magic I want. Once Seifer is
defeated you will see a small scene, then you will be asked to save your game.
Congratulations. You have finished Disc 3. When you're ready to continue, head to Disc 4.
Disc 4
Fighting Adel:
Ok and we're back. Now that the game has been saved (yes it's true that there is nothing useful about having the game saved here.) If you had Rinoa in your party
earlier you may be forced to switch your party around. Otherwise, head down (and sorta left) one screen where you will see a big crain thing. How you are supposed
to know that this is an important tower is beyond me. If you try to run around Lunatic Pandora at this point, you can draw from the various draw points around. I
think the only ones you have not yet got (or that respawn) are Confuse, Curaga, and Meteor. This is your last chance to check out what's behind those three doors,
too. If you've already done all that, I recommend just skipping running around Lunatic Pandora. It's not really worth it. On the other hand, if you backtrack all
the way to the Ragnarok and try to leave, Squall will be upset - and that's kind of funny. ;)
Anyway, go over to the tower and climb the bottom most ladder. Next run up the crain looking thing. When you get to the top, head right. When the view
changes, head forward a little bit. Notice the save point outside the cave. What does that suggest to you? Anyway, upon entering the cave, watch the CG until the
battle begins. Here you have a battle. Now the point of this battle is to keep Rinoa alive and Make Adel dead. Simple right? Remember: Most GFs attacks hurt ALL
your oponents, as do plenty of spells. Use normal attacks, or the spells/items that ONLY AFFECT ONE OPPONANT! Try giving potions to Rinoa or casting Regen on her.
On the other hand, you *can* mug Megalixirs off her at this point. XD I got 8. I like to have one character use tripple and curaga to keep everyone healthy, and
have the others try and mug from Adel (She has a Samantha Soul).
Once you have finished her off (Adel, not Rinoa), Laguna and Ellone show up. They will get Rinoa back and give you a pep talk. When you finally finish
falling, you can save your game at the first save point (the one you stop on). I like to ensure as many characters can Mug as possible here, as you can mug stones
(Meteor, Ultima, etc) from the upcoming enemies. Once you have saved your game head forward through the door, then battle "sorceresses through the ages." They're
a bunch of enenmies with less then 4k HP. Just kill them all and forget about the fact that they are appearing in different surroundings.
The first sorceress archetype has firaga, thundaga, and blizaga. The second has haste and double. After the Winhill Battle, you will meet the (obviously)
last sorceress. She's a big worm. When she starts a countdown, you better kill her fast or get your HP WAY up. Remember when you fight her that she has the
Counter Skill, which means if one of your characters hits her with a physical attack, she gets a free attack agains that character. If you took advantage of the
other sorceresses and draw-cast Double on everyone, just have them all double cast Demi. Otherwise your first move should be to cast tripple on one or two
characters and then tripple-cast Demi a bunch or just use your GFs and kick her butt. When she dies, you will be back at Edea's house. Head through the house
(either door) and down to the beach.
Go around the big rock in the middle of the sand to head down to the enterence to the castle. Climb up the chain. As you scale the chain you will notice
there are three doors below you to the left. Ok, I lied earlier when I said you can't leave. You can use one of the doors below to allow you to go back out and
fight more monsters to level up your characters, as well as save your game. You may even be able to win over additional GFs. Also, if you have defeated the Balam
Garden Card Club, you will most deffenately like this next scene. (Or if you are getting bored with all these side quests, you can skip this section, ascend the
chain normally and finish the game.)
Optional: Enter the Rangnarok:
If you just wish to beat the game you may safely skip this section. Otherwise, jump through the last door (the one farthest from where you started - you kind of
have to jump off the middle of the link) to get back to the Rangnorok. When you go through the door, you will be on the beach off the eastern coast of Esthar in
Grandidi forest. Enable Enc-None, then go north a little way until you can pass through a valley. Then follow the right wall to the small Chocobo Shrine up there.
The shrine looks like a normal Chocobo Forest, except that is is in the middle of a regular forest. Once you get there you can ride the Chocobos in this forest for
free. Just hop on him.
OK, Why would you want to do this? Because the Chocobos can run through shallow water! Head east to the coast where your door is, then follow the coast line
all the way down to near cactuar island. You are looking for the Rangnarok. (Hint: You can find it by looking for the big red dot on the full screen map. Once
you get to the Rangnarok, if you have defeated all the CC members, you can now play against them again, only this time they have RAD cards. You can complete your
full collection of cards here and card mod them for all sorts of usefull things. In addition to playing the CC group, you can also go after other GFs and devour
some enemies (See toward the end of the Disk 3 section of this walkthrough.) As far as I know, you can't enter any populated areas that I have found.
Card Club Strategy:
One of the quickest ways to get your characters really leveled up involves playing the card game here. In the room where you first found the Purple Propagator (the
one with the long stair case on the right) you'll find the two girls who are Card Club Diamond. They play with Trabia's rules. Directly up from there (through the
bit door with the ciricle) is CC Jack, who plays with Balam's Rules. If you go through the smaller door on the far right instead, you can find a save point. So
here's the trick. The girl on the left will regularly play with any card you don't have from pages 8-10. You can use the Balam / Trabia jump to try and have
various rules you don't like abolished. This means you can get rid of random, if you haven't already. One thing to know about CC Diamand. The one on the LEFT is
the one you want to play. She plays with pretty much all cards. The one on the RIGHT only plays with SOME cards. If you play Left CC Diamond, she'll play with the
first page 8 card you don't have, then the first page 9, then the first page 10. This means you can Card Mod the Angelo card into 100 Elixirs, then Med LV-Up those
to 10 Megalixirs, then win back the Angelo card and quickly get yourself 100 Megalixirs, which could come in handy. I like to play with Irvine, Zell, Edea, Seifer,
and Squall. That's a power card in every corner, and Zell as a good all-rounder. I'm guessing you're OK with becoming rediculusly overpowered at this point, so
here's a guid for which cards to use and win back, and what you can do with them:
Card |
What you get |
Use Ability |
To get... |
Chubby Chocobo |
100xLuvLuv G |
Nothing |
Each LuvLuv G will Raise compatibility w/ all GF by 20. |
Gilgamesh |
10xHoly Wars |
GFAbl Med-RF Forbid Med-RF |
10xHoly Wars => 2xKnight's Code => Forbid Med-RF => 2x Vit-Up |
Minotaur |
10xAdamantines |
Forbid Med-RF |
10xAdamantines => 2xVit Up |
Eden |
3xMonk's Code |
Forbid Med-RF |
1xMonk's Code => 1xStr-Up |
Irvine |
3xRocket Engines |
Forbid Med-RF |
5xRocket Engines => 1xSpd-Up |
Zell |
3xHyper Wrist |
Forbid Med-RF |
10xHyper Wrist => 1xStr-Up |
Edea |
3xRoyal Crowns |
Forbid Med-RF |
10xRoyal Crowns => 1xMag-Up |
Need Money? You can sell Card Mod Laguna's card into 100 Heros, which can be sold for 750,000. Or you can turn them into 10 Holy War-trials,
which can then be turned into a Holy War.
When you have had your fun, return to the area where you got the Rangnarok and go through the doorway there to return to
the main plot line.
Other Doors:
There are two other doors by the chain. The first door teleports you to Galbadia- Wilburn Hill (near the now destroyed missle base). For
yucks, you can go stand on top of the missle base remains and draw confuse. ;) The second door takes you to Centra- Serengetti Plains. You
can get to the Centra Ruins from here, and obtain Odin and/or Tonberry at this location. I'm not sure there is anything else you can do on
the Centra plains. Well, other than fight fish, jelleyes and geezards. I suppose you can get a chocobo at the chocobo forest there, but, uh,
why...?
The Castle Improper: Here we come a castling among... Oh Sorry, lost my focus for a bit there. (Danged ADHD!) Head up the
chain from the beach where Edea lives (You have to go through a door to get there, though.) When you get to the top, you can save your
game (and draw flare if you don't have all your chars full of it) and I suggest you do. Once saved, you can go back down the chain and
level up your guys if you thing you don't have them good enough. When you have saved your game, head forward and all your other
characters will show up. You will be allowed to select a new party, then you enter the castle. What's going on here is that there are
different monsters in the area here that have sealed off certain powers.
You must get your powers back so that you can do things like save your game, revive down members, use items, use GFs, etc. Your party
is broken up into two groups. I recommend two parties where one group (the usless one) only have Diablo's Enc-None ability. This party is
only used to pull levers and flip switches, etc. The other party should be REALLY buff and kick-butt. I'll go through this in the order I
recommend you do it. If you think you have a beter way of doing it, by all means let me know. Also, depending on which end game strategy you
want to use, there are two ways to work this. One strategy is to get all your guys up to really powerful, and the other strategy is to just
use three good guys to beat this section. If you are planning on getting all your guys up to powerfull, don't forget to switch around the
character's you are using to do the real battles. They way I do it is this: when I go to save my game afer every major battle, I look to make
sure I am fighting with Squall and the two weakest (I use lowest level to mean weakest in this case) characters. One more thing... If you
missed any GF on your way here, you may want to draw any of the ????? you run across while fighting the minions below. You're welcome. ;)
)
First Minion/Ability: Sphinxara/Magic:
You really need magic to defeat some of the other opponents (as they are only suseptable to things like Fire or Wind, etc. So head up the
stairs in the middle of the enterence way with your real party. Junction your most powerful magic (ultima/full-life) to your strength, and
don't forget to junction your Str +40% GF abilities if you have them, then go beat him up. He has two faces, and you have to beat both of
them. You can Mug an elixir from him. :) If he summons another enemy, just ignore that one. You only have to kill off HIM, not his summons.
Once you have defeated him, take the time to stop and junction your magic skill to your characters. Since you can't use any of you other
abilities anyway, it doesn't really matter which one you junction to. Now (despite the fact that the game says you can't save) go back out
the door and down the stairs to the enterence of the castle. You can save your game there, but don't save over the previous save spot, as
that is where you will need to come back to if you find out your character's aren't powerful enough to defeat these guys. Don't forget to
swap out some guys if you are playing that method. Now that you have your magic let's go onto the next battle.
Second Minion/Ability: Trauma/Draw or Resurect:
Depending on whether you character's have plenty of the best spells in the game, you may want to postpone enabling the Draw command for a
while. If you don't have very good magic (how did you get this far?!?) then you will want to enable Draw for the next battle. Get your
tripple and Tornado magic ready, and head up the main stairs again to where you fought Sphixara. From that screen, head right and go through
the door at the end of the banister. In the next room, head down the stair case and through the door at the top of the screen (ignore the
rope and green disc for now.)
Once you enter the art gallery, look at all the paintings, then head up the stairs on the right. You're going to need to look at all
the paintings on this level too. Go left first and look at all the paintings you see, the return here and do the same thing on the right
side. At the very far right, continue until you come to a draw point. I know, I know, no one can draw yet. But you aren't here to c draw.
Look down at the clock painted on the floor. Where are the hands pointing? Look at the minute hand. It's pointing at the number four (roman
numerial IV) but the spelling in roman numerials is listed here as IIII. The hour hand is pointing at Eight, or roman numerial VIII. The
second hand is pointing at six, or roman numerial VI. You need to know this, because you will not be able to get to the next level until you
figure out this puzzle. The way it works is this: When you look at the big picture opposite the stairway you took to get up here, you will be
prompted to enter the three titles that are included in the work. They are the titles that include the letters in the roman numerials that the
clock is pointing too. (Easy to figure out, isn't it?)
Anyway, you can only enter titles of pictures you have looked at, so if you didn't do it before go look at all the pictures in the room
so that you have all the names to use. The title of the Picture is "In the Garden Sleeps a Messenger" or "Vividarium et
Intervigilium et Viator." You must enter them in that order (hour hand, minute hand then second hand. See, it's easy isn't
it?!?) Once you enter the name of the painting, you'll see a blck blob. Examine it and the next enemy (Trauma) will show up behind you.
You can either beat him up with weapons, or you can attack him with haste+tripple+tornado, either one should kill him off. FWIW, he has
nothing to mug, but if he summons anything to help him out, be sure to mug THOSE for various stones. Although, if you have weak characters,
physical attacks might not do much damage to him. Once he is defeated, you should get an Elem-Atk, and then you can unlock any ability you
want. If you don't have the best magic, it't a good idea to unlock Draw. If you have OK magic, you can unlock Resurect to ensure you can
bring your guys back from the dead. Remember, though, that you don't have the item skill, so you can only bring them back by magic (you did
unlock that before, right?) or using the "Revive" GF Ability (when you unlock the command-ability ability). Once you have enabled your
ability of choice, head back out of the castle and save your game again. I know, it's a pain, but do you really want to have to do this
entire thing over again if you have bad luck on one battle? I didn't think so. (Of course, your computer may also decide to reboot itself
for NO APPARENT REASON! I hate this machine! DA!) Don't forget to swap out guys if you want to play that strategy. You are now ready for
your next battle.
Third Minion/Ability: Red Giant/Draw or Resurect:
Return to the clock, then head up though the door at the top of the screen. Ignore the green circle for now, and head down the stairs between
the suits of armor. Take the leftmost bridge and enter the door on the left. When you enter the room, the door will close behind you.
Junctin Pain or Blind to one of your charcter's attacks. Go forward and take the key. Now for a little advice. Unless your guys are REALLY
strong, don't bother trying to attack him normally. If you do, you are going to get worked. He mocks you after an ATTACK. Note that a MUG
is not an attack. If you have your guys MUG instead of attack, you'll be fine; he won't mock you. That being said, it won't do much damage;
the only time you should attack him is with the character that is going to blind him. Nail him with Demi after that and he should fall
easily. If you have draw and magic, you can draw/cast it on him. Or if you have triple and Expend 3x1 you can do A LOT of damage to him in
one shot! When/if he throws away his sword you know he is almost dead. Have one of your characters on standby to heal the rest, as blind
doesn't affect his ability to hit you with his fist. Once Demi starts doing only a small amount of damage (read double digit) switch one
character to physical attacks to finish him. Take back whichever ability you didn't take above. Use the prison key to get out of the prison.
Go back and save your game, and don't forget to swap out some characters if you are playing that strategy.
Fourth Minion/Ability: Tri-Point/GF Command:
Go back up the main stairway, but this time go through the big door at the top of the stairs. You will see a chandelier. Go across it and it
will fall. When you get up, look a the hatchway that the chandelier just landed on. It should have broken enough to open up now. Open it
and you will appear at the top of a stair way. Now comes the fun part. Equip as much thunder magic as you can to Elem-Defense. If you get
above 100% def, this guy's damage will give you back health! If you don't you're gonna get hurt! Junction fire magic to your Elem-Attack.
Walk to the bottom of the stairway and walk toward him. If the game doesn't start the battle, you may need to walk a little farther away from
him. At the start of my battle, I got an "excalibur" which did 3K+ damage to him. Cool! I recommend haste-tripple-firaga.
Prepair to be scaned. He will scan you to analyse your weaknesses (if any). When he scanned my guys it just said: "Absorbs" and
listed all possible elemental attacks. :) Wail on him, and you shouldn't have much trouble. Remember, this guy has a unique "Counter"
ability that will send 4 million volts through you! (Number stolen from a Monty Python skit.) So if you don't have your guys all able to
absorb lightning magic, you may have to resurect your guys! After you beat him, go and save your game Difficult to do this time, isn't it?
If you go back up the stairs, through the door at the top left, and then go down and right, you should exit by your other party.
If you want to walk all the way back, go back up the stairs and through the door on the left. Next, go down a hallway and out the
door at the end (on the right). You'll be back in the narthex (that's an entry way for those of you who didn't go to one of those kinds of
churches growing up ;) ).
Fifth Minion/Ability: Gargantua/Limit Break:
Return to the castle and take your main party up to the fountain via the falling chandelier method (go up the staris, through the door at the
top, and walk onto the chandaleer; when it falls, go through the door at the top of the screen). Walk around the fountain, and inspect it
everywhere. Eventually you should get the 'Treasure Vault Key' around 7 or 8 o'clock. I just happen to find it one day while I was looking
for a way to drink out of the fountain. Go through the doors behind the fountain and head up the stairs to your immediate right (ignore the
swirling mass of stuff for now). As you walk across the little bridge, you will knock a thingy off the bridge.
Now go back to the room with the fountain and use the 'Other-Party-Leave-The-Castle' trick to get your party back quickly. Now enter
the castle again. Go up the stairs and back to the Art Gallery. When you get there, go through the door and down the stairs between the
knights. Now there is something glittering in the 'river' there. Head over the rightmost bridge and pick up the shiny thing in the water.
Now go through the door on the right. You may draw ultima (if you don't have it full) then attack this guy. He starts out being a standard
Vysage and the two hands (Mug a life ring and some wizard stones), then becomes Gargantua when you beat him. This enemy has a counter
function (Counter Twist) that you may want to know about. Your weaker (Vitality wise) characters may need to use GF command (if you have it)
or cast magic on him. He can be easily beat with Holy magic, by the way. Again, I recommend the haste-tripple-holy combo. Once you beat him,
get Limit Break (really, you're gonna need it.) Remember, to quickly return and save your game, you may go back to the knights and switch to
the other party, then head down to the area outside the castle to save your game.
Sixth Minion/Ability: Catoblepas/Command Abilities:
This one is drawn out. In fact, now you will need both parties. Make sure the dummy party has Diablos's Enc-None enabled and consists of all
females. The other party should be the male characters. Really, otherwise it WON'T WORK! Take your main party to the green circle where the
dummy party is waiting. Switch to the other party. Take the dummy party up the stairs and go left at the top. Go through the door there, and
follow the parimeter around and down the stairs, through the door and down a long hall. You can stop at the next green circle (located in an
elevator.) Switch to the other party. Take the other party to the room where the knights are (just past the art gallery) and (instead of
going down there) take the stairs above the knights and go through the doorway on the left and down the not so long hallway. You should end
up in the room where the other party is. If not, backtrack and make sure you followed these directions correctly! Walk onto the green circle
and (if you have three guys) you should move the elevator down. Select "Switch to other party" and have them go left one screen to the
library. Pick up the shiny thing on the ground (flood gate key), draw Curaga if you want/need, and go back to the elevator. Now take the
real team to the room past the Art room (the one with the knights), then down into the basement. This time, go over the left bridge and
examine that pump handle two times. The second time should cause the water to subside. Now, head back to the main screen. If you didn't get
it above, you can get the treasure vault key by heading up from the room where the chandellier falls and examining the fountain there.
From there, go up the stairs and to the left, through the doorway, down the winding staircase, and through the door at the top of the
screen. Just past the first collumn on your left, try to open the hidden door which leads to the treasure vault. Go down and use the Holy
draw point, if you need. To proceed from here, you have to open all the coffins. Examining each coffin causes a different thing to happen.
Let's label them from bottom left to upper right "A, B, C and D." Examine them in this order: C, A, D, B. This causes Catoblepas to show
up. DON'T USE LIGHTNING. Instead, junction lightning magic to your defense and just use Earth/Water magic/GF against him. My favorite combo
is haste-tripple-quake, but it's also pretty effective to junction Quake to your Elem-Atk. Oh, he has nothing to steal, so you don't need to
worry about Mug. If you junction Pain to your attack, you can inflict Darkness on him, which renders his Deadly Horn attack useless. :)
He will fall. In fact, I have found almost all monsters (except Fastitocalon-F) in this dungeon to be weak against water. Keep that in
mind. When you beat him, he'll use meteor against you, do don't be almost all the way dead. You should receive a Status-Atk from this
battle. Get Command Abilities. He's a real wuss. Go and save your game. Don't forget to switch your guys back now. You don't have to have
all guys and all girls here. :)
Seventh Minion/Ability: Krysta/Item:
OK. This guy is a real pain. At the beginning, have your dummy party go up the stairs and ride the chandelier down. Go stand in the green
circle. You will be informed that the lever has been depressed (Maybe it needs some Cymbalta?) Switch to the other team and have them go up
to the chandelier. They should be able to run across it to the door at the far end of that screen. Go through it and draw Meteor from the
hidden draw point here. He's got a nasty counter attack (and he has nothing to steal), so don't mug or attack. Tripple Flare works well.
Don't fight him using Ice magic, try fire and lighthing. He counters with Ultima when he's about to die, so be careful. You should get al
Elem Guard from this, so your GF can learn Elem-Defx4. Also, after he's defeated, you can draw Meteor from the draw point here. When you
beat him, go back and save your game, then switch any characters you want.
Eighth Minion/Ability: Tiamat/Save:
Last ability here. Take your main party to the room with the organ. Go up the stairs on the right, across the bridge, and through the left
door. Climb the tower until you get to the pendulum. Just before the section of the walkway which has collapsed upon itself is a gap in the
railing where the pendulum is swinging. "Examine" that gap an you should jump over. Once you jump over, enter the doorway. If your guys
are good enough, kill him before he casts "Dark Flare." Of course, if you are set to absorb all magic, you'll get MAJOR health from him when
he casts it. That's VERY nice. Of course, Rinoa's Angle Wing + Meteor does wonders, too. If you have to, cast Aura on Squall. That's all
there is too it. I mean, if you have all your guys above 7500 HP then you might get a second chance, but other then that, make sure you have
saved earlier. :) Anyway, when you beat him, take "Save" and then jump back across the pendulum area. You now have a choice to make you
make take the Omega Weapon (see side quest section) or go ahead and finish the game (see below). Of course, you could always go and get a
Rosetta Stone if you want. Return to the level with the Organ. Just go up to the organ and mash all the keys together in the following
order: B1, B2, B4, B3. (That's Do-Re-Mi-Fa). After pressing the last button, let go, press B-10 to end and head down to the fountain. Take
the right road and notice that the barred area is now open. Go through that and around to the right. [ If you've got water covering it,
you've missed something. Go back to the room at the bottom of the stairs between the knights past the art room (whew that's a mouthful!) and
crank the handle just past the left little bridge. ] Anyway, at the end of the hall is a box. There is a Rosetta Stone inside that lets your
GFs learn how to have four abilities instead of three. Cool, huh?
End Game
OK. When you are ready to go to the end of the game, climb to the top of the tower (ride the chandaller down, go out the door, past the
fountain, then past the organ up the stairs. If you can't get there, you are skipping ahead and should be ashamed of yourself! :) ) So, when
you get to the clock hands, run left until you are on the ladder, then climb down. From there, climb down to the platform. Go right a few
steps until you can climb down a ladder. From the bottom of that, you can only head strait ahead. I hope you are able to save! :) Go
forward and save your game at the (final) save point. When you open that door, you'll start the final battle(s). There are two schools of
thought here. Since three (random) people will be chosen, You can either distribute your GFs evenly and have each character have an even shot
at beating her, or you can just give three characters the total edge. As long as all three aren't killed off, a "dead" character will
eventually be replaced by a reserve member. If you have a Laguna card, use the card mod and med level up abilities to turn that into a Holy
War. Use aura to get limit breaks without being near death, then use a Holy War and this battle is a total walk in the park. :)
Whichever strategy you choose, once you beat the first form, she will call griever. My guys beat him easily, then there was a combined
form. Once we beat her, Ultimacia finally showed herself. Just do your worst. If you can beat her quick, you are home free. :) If not, use
hero, aura, and GFs to keep from being smeared into the crevases of the world you curently occupy. Only a few more limit breaks (with a
dialogue box in between each) and it's over. :) Then watch the CG for 20 minutes. You don't have to press X on these dialogue boxes,
btw, which is good - because "20 minutes" isn't exactly misleading.
Final Notes:
Well, I hope you had as much fun playing this game as I had writing this walkthrough. As you may have noticed, there are quite a few other
walkthroughs on this site. Please play the other Final Fantasy games and use my other walkthroughs, if you had fun with this one. If you
enjoyed this, please
. See you around!
SeeD Test Answers
Level |
Question |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
1 |
Y |
N |
Y |
Y |
Y |
N |
N |
Y |
N |
N |
2 |
Y |
N |
Y |
Y |
Y |
N |
Y |
Y |
N |
N |
3 |
N |
N |
Y |
N |
Y |
Y |
Y |
N |
Y |
N |
4 |
N |
Y |
Y |
Y |
N |
N |
Y |
Y |
N |
N |
5 |
N |
N |
N |
Y |
Y |
N |
N |
Y |
Y |
Y |
6 |
Y |
N |
Y |
Y |
N |
N |
Y |
Y |
N |
Y |
7 |
Y |
Y |
Y |
Y |
Y |
Y |
N |
Y |
Y |
N |
8 |
N |
Y |
N |
N |
Y |
Y |
N |
N |
Y |
N |
9 |
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 |
Other Side Quests
Chicobo Card (Disc 2, after FH):
If you successfully call a Chocobo in all the Chocobo Forests, you can get the Chicobo Card. Basically the way this works is you walk around
pressing Triangle until you hear the cheep sound change and see the red bar on the bottom right of the screen jump around more. (If that
doesn't make sense, pay the kid to teach you how to do things.) When the sound and red bar change, you're ready to blow the Ziner. Use the
card-talk button to switch to that and use triangle to call the chicobo.
1. The Beginner's Forest:
To get to this forest, head to Shumi Village (waaay up north on the map) and look off to the left. There's a small circular patch of forest
there. (Hey, why not stop of at Shumi Village for a bit of Ultima Magic, while you're at it?) Pull up the menu with Square (card-talk) and
chose Sonar. Go toward the back of the forest and blow the whistle with triangle (menu escape) as you walk around. Eventually it should be
obvious where things change. Use square to switch to Ziner and blow it to call down a single Chocobo. Talk to that Chocobo with X (main
select) and you should see the mother chocobo drop down. Now switch back to sonar and look along the back left wall until you get a hit. Use
the Ziner there and the mother chocobo should go dig up an Aura Stone for you. Talk to the Mother to ride it out of the forest, and go south
to the next island down.
2. The Basics Forest:
Ride the chocobo you caught in [1. The Beginner's Forest] south, then go left around the mountains until you see a small dome of forest pretty
much directly south of the other one. You don't need to bother dismounting - just ride straight in to that forest. Select the sonar and find
the spot near the middle back where it goes off. Use the Ziner and three will come down - one at first, and two that follow it. Next, walk
directly on top of the front right chocobo and blow the ziner again. Two of them should fly away, leaving a lone chicobo you can talk to in
order to summon the mother. Use the sonar along the back-left snow bank to find the next treasure. When you find it, use the Ziner and the
mother should dig up a Flare Stone for you. Ride this chocobo out of the forest to...
3. The Roaming Forest:
Ride the chocobo south into the water, then continue south until you see another shoreline. That should allow you to get to Trabia Garden.
Head around the mountains east of the garden. Use the sonar to find the right spot (I pressed triangle as soon as I arrived and they dropped
down - YMMV) then use the Ziner to call them. You should see two. Use the sonar to find the spot between them and use the Ziner there to
make a third drop, then watch them all head back up. Go almost all the way out and use the sonar to find the spot by the log where the Ziner
will call a single Chicobo. Talk to it to summon Momma. Use the sonar to find a spot WAY in the back where you can blow the ziner to get a
Shell and Holy Stone. Ride the mother chocobo alllll the way back north to the first forest near Shumi Village.
4. The Solitude Forest:
Get back in Garden and head to the northern most point of the Centra continent (it's due south of the island of Balam.) You should see the
forest surrounded by mountains at the northern edge of the contient. Park the garden south of those mountains and walk around them on foot.
Use the sonar to find the place just left and behind the chocoboy where it goes off. Talk to the chicobo to summon mama. Talk to Chocoboy to
get him to move (begin a card game if you have to, but I don't think you need to beat him.) Use the sonar to see where you'll need to tell
mama to dig. I had to step aside in order to switch to the ziner, but I was able to get right back and use the ziner where the chocoboy was
standing, which causes the mother to dig up a Protect Stone and a Meteor Stone. Ride the chocobo out of the forest and head southwest to get
to...
5. The Fun Forest:
This one is located near Edea's Lighthouse. If Galbadia Garden is near the lighthouse, you'll want to ride a Chocobo here. Use the sonar to
find the first spot to use the ziner (just right of the middle of the clearing). Three should drop. Next, find the spot in the clearing just
right of chocoboy. A fourth should drop. Finally, find the spot down and left of Chocoboy and blow the ziner twice. Talk to the lone
chicobo to summon mama. Use the sonar to find the dig spot way in the back right of the clearing where you can get a Meteor Stone, a Flare
Stone, and an Ultima Stone! Ride the chocobo out of the forest and head south-east until you come to a desert. Just south of that is...
6. The Enclosed Forest:
South of the desert at the far eastern edge of the Centra continent is a tiny forerst kind of hidden next to two other larger forests. Ride
the chocobo from the previous forest here. Use the sonar to find the following spots, and blow the ziner when you find them: 1) just down and
lef from chocoboy; two chicobos come down. 2) Just back and right from the left-most Chicobo; one comes down, one goes up. 3) Just left of
the big rock where the chicobo just flew up from; one comes down. 4) Way in the back, just right of the forked tree; one comes down. 5) In
the middle of all the chicobos; all go up, one comes down. Talk to him to summon mother. Use the ziner all the way right (behind the rock)
to have mama dig up a Metero Stone, a Holy Stone, and an Ultima Stone. Ride the mother out of the forest and...
7. The Final Forest:
Ride the Chocobo from the previous forest north a very short bit and go around the little mountain range
until you see a shoreline you can use. Ride north along the east side of the continent and look at the
water color. You want to follow the shoreline until you see a place where you can turn north toward the
next continent up. Do so, and follow it's shoreline around the east side of the continent. You should
come to an inlet heading west relatively soon; note: it's the thin river of water, not just the water past
the first island. Follow that north until you come to a shoreline of a very thick forest. Go across this
forested area and continue north until you come to a second shorline of a thick forest. You'll follow a
cliff face northeast a bit, and then you'll see a spot where you can cut through and head north. Do so
and continue north and a bit west. You should eventually come to yet another domed chocobo forest area.
Head inside and talk to Chocoboy. After chatting with him, head foward a bit and watch the chocobos do a
fun dance. Do you recognize the dance waltz music? That's right! It's the same track from the dance
party where you first met Rinoa! When there's only one lone chicobo left, talk to him for the Chicobo
Card. Talking to him again will grant you a Gyshall Green (at the expense of 600 Gil). Talk to Chocoboy
again and (despite the typo) have him call you a Chocobo so you can leave.
One Final Note: Once you get chicobo, you can cheat if you're playing the PC version
of the game. Otherwise, you're probably SOL if you're playing on an Emulator, etc.
Shumi Village (Disc 2, after FH):
To complete this area, go to Shumi Village (Just North of Trabia Garden on a little island). Now,
DRAW ULTIMA from behind the guys. This draw point will respawn after you have taken a bunch of steps. The
easiest thing to do is just come back after every time your characters receive their Garden Salary. Go to
the elevator and go down. You will be given special permission to hang out here. Note the blue and red
orbs in the elevator, reminicent of the orbs on Norg's device. It doesn't mean anything, but it's sorta
cool to see.
- When you get down, enter the first doorway, the Inn, and save your game upstairs.
- Leave the inn and go all the way to the last hut. That's the Sculptur, in the back; you'll talk
automatically. He'll insist you go talk to the Elder.
- Leave this hut and head right to the next screen. The moomba should be out of the way, so you should
be able to go inside. After a chat, you'll be asked to help out with the statue. Head back to the statue
and talk to Sculptor. He'll tell you he needs Blue Stone.
- Look beside the statue for Blue stone (if you need it, there's a Firaga draw point behind the
statue). After examining it, you'll find out you need the Wind Stone next.
- Leave the hut and go right two screens. Look at the rocks by the only hut you can't enter (near the
entrance) for Wind stone. Go back and give the stone to Sculptor.
- Now you need some Life Stones. Leave the hut and go one screen right. The life stones are in the tree
roots to the right of the Moomba outside the Elder's hut, get them. Go and give them to Sulpter.
- Now you need Shadown Stones. Take the elevator back up to the surface and look where all the shadows
intersect (just run around the shadows until Squall tells you it's near; if the Draw Point has spawned
more Ultima, grab more!) Take the shadown stones to Sculptor.
- Now he needs Water Stones. Leave the hut and head next door to Artisan's house. Read the Timber
Maniacs magazine on the couch, then talk to him. Keep talking until he starts repeating himself, then look
at the sink to the left of him. Take it to Sculptor, talk to sculptor normally, and then return to the
Elder.
- When you try to leave the Elder's hut, you'll get a Phoenix Pinion. If you are confused, have Squall
explain it to you after you leave the hut.
- After you hear the loud cry, go and visit the Sculptor again.
- By now you should have walked enough for the Ultima draw point to respawn, and it doesn't appear you
can advance the story line here until you've at least taken the elevator to the top. So leave via the
elevator and draw if you can.
- After checking on the Ultima, go back and visit Elder. He'll tell you to go and see Atendent helping
Sculptor.
- Go talk to Attendant, then to Sculptor, then leave and go talk to the Elder. He'll ask you to talk
to the Moomba outside.
- Do so, then go and talk to Assistant again. Then leave the screen and then immediately come back.
- Talk to both of them, then go and tell the Elder what is happening, and get a bit of info.
- Now go talk to Sculptor again, then Assistant. Twice. Now go back and talk to Elder. Now go talk
to Artisan.
- Hmmm. What to do? What to do? Didn't he give you a bit of a hint earlier? Oh alright. I'll tell you.
Go and talk to the guy at FH with the Moomba doll. He'll give you what you need (the doll.) Take it back
to Shumi Village (don't forget to see if you can draw ultima both ways, if you've walked a bunch) and walk
to Artisan's house.
- The doll contains a message that makes everything turn out better. After delivering it, head outside
and meet the fisherman!
- Talk a bit and Artisan will be happier. Now head over to the shop and talk to all 3 of them.
- Now go talk to the Elder for a cool gift. I got a Status Guard.
Note: Complete this on Disc 2, then return to Shumi Village when you first get the Ragnorok on Disc 3.
Visit the Elder, then go visit the statue. Talk to all three of them and then try to leave, then talk to
Master Fisherman. Talk to the elder, then leave and head out. After a long cut scene, you'll be back on
the elevator. When you leave, head back one last time to hear the last little bits of the story, then you
can leave for good. While you're there, if you would like to hear an interesting spin on the "Eyes on Me"
song, head into the Inn and examine the Moogle-in-a-snow-globe at the far right.
Lots of Ultima: After you finish the quest above, there's an easy way to get lots of Ultima. The Ultima
draw point in Shumi Village refreshes based on the number of steps you have walked, and walking on a
Chocobo counts as 2-3 times the regular number of steps. Just next to Shumi Village is a Chocobo Forest.
See the instructions above to call the chocobo in this forest, then run around on the Chocobo until you
get three disburments of your salary (probably only 4-5 minutes). You can now return and draw 8+ ultima.
Repeat as desired. Note that - unlike when you draw from an enemy during a battle - increasing your magic
attribute does not appear to result in receiving additional magic when drawing from a draw point.
Winhill (Disc 2, after FH):
Head over to Winhill to learn a little more about that cute little area, as well as solve a fun
puzzle. Make sure you party consists of Squall, Zell and Quistis. When you first walk into town, talk to
the 'seedy' ;) looking characters and then head to the main mansion. It's right next door to Ellone's
Parent's house. Follow the directions below for a prize.
- Talk to the man on the stairs a few times, then go down and talk to his wife. Their precious vase is missing! You've got to help them
find it! (Always the hero, ain't ya Squall?)
- You did remember to have Squall, Zell and Quistis, right? That's the key to getting the last piece. If Quistis isn't there, the joke
won't be made. Go look at the suit of armor. You'll get a vase piece. Show that to the man on the stairs and you'll be told to let him know
if you find more pieces. Here's a hint: There are four total.
- Optional: Head over to Elle's house and look at her parent's picture. If you want, head upstairs and save your game and/or draw curaga.
- Head upstairs in Raine's Pub and talk to the new owner until she tells you about the flowers. Then talk to the cat. o.O
- Now go down stairs and smell the flowers closest to the door.
- Go over to where Raine appears and she will become a cat. After a few moments, you will be able to pet the cat. When you do, you receive
a Vase Piece. Go back and talk to the man on the stairs in the mansion.
- Now go outside and talk to all the other people around the area. The guy on the bench doesn't think to highly of Laguna. The Dispel
draw point is still at the bottom of the stairs on that screen. The other draw points from Laguna's visit are still here, too - though one is
all used up.
- Go over the bridge and toward the old lady. When she ducks inside her house and slams the door, follow her. Go look at the white
flowers by the doorway and tell the lady you like flowers. After her story, smell them. This is Vase Piece Two. Don't bother trying to get
more info out of the lady, she won't talk to you. Head out and go give the stair guy this Vase Piece.
- Now continue down the path and you'll run across a Chicobo. Time yourself just right and you can
bump into him! The first three times you kick him you'll get a treat (including the third Vase Piece).
After that, however, if you keep doing it a big Chocobo will come and kick you! It's worth it just to see
it. :) Go and give this piece back to the owner.
When you give the last piece to the guy and you will get your final reward. A holy stone. What a jerk!
Anyway, Didn't this remind you at least a little bit of the Shumi Village deal? Hmm. I think I'll go
back there and get more Ultima.
Timber Maniacs: From time to time during the game you run across "timber maniacs" magazenes. When you do, read them, then go
and look at Selphie's BBS back on garden. There is some interesting stuff to learn there, and they are pretty funny. If anyone is
interested, check out the "Timber Maniacs" section of the "Magazines" page. There you'll find out which TM magazines match to which Laguna
tale.
Islands Closest to Heaven and Hell: OK, strictly speaking, this is not (in my opinion) a side quest. All this entails is
going to the farthest west and east islands and drawing some cool spells. Oh yeah, the toughest monsters exist here too so be carefull. It's
a good place to level up, I suppose, but I don't really see any other reason to go here, though. I get the spells/stuff I need through enemy
drawing and Card Mod.
Omega Weapon: OK. To get here you must be at Ultimecia's Castle. Unless you know what you are doing (or wanna REAL challange) DON'T
come here. If you do, here's how you fight this battle. Take the main party to the Green Circle by the fountain. Now take the dummy party up the main
stairway and to the right. Go through the doorway there and down the stair to where the Rope is. Pull the rope the run to the green circle there.
Switch to the REAL party. Head around the fountain and through the doorway to where the black cloud usually is. Go there and kick some Ultima Butt.
Since you think you are cool enough to get here, I'll let you figure out just how to beat this guy. I will say this, however: If you can't have at least
one guy with 9999 HP, don't bother. You WILL NOT win. Oh yeah, I beat this guy in 51 seconds. Anyone able to top that? Ok, maybe a few more hints:
Aura is your friend. And don't junction Water or Holy to attacks, but you CAN draw-cast ultima, if you want. Oh yeah, and if you see the words "Terra Break," or "Medeo Flame" either summojn GFs, or kiss your
hiney adios! Really. I mean it. Basically to beat this guy, you have to do REAL damgage, REAL quick. By the way, that 51 seconds I mentioned above? That
was the only time I DID beat him. So don't feal bad if you keep getting worked! Alright, enough people have asked, so I'll tell you my strategy that
sorta helps. Have one character cast Aura on Squall, and another character immediately AFTER that use a Holy War. That will allow you to not get killed.
Let Squall use his Renzokuken three times, then have the character's get ready to do it again as soon as the Holy War wears off. I know, he gets a
couple of free shots, but you shouldn't get hurt. I had Squall's Lion Heart connect twice while fighting him, and STILL this guy kept comming. What a
pain. On the plus side, you get the 3-stars, and the GF get 250 AP! I went through 4 Holy War's doing this, btw; it's a real pain the nose.
Cactaur Island: If you haven't already got all the optional GF, you might go through that first. Once you're done, if your guys are fast enough, you can earn your GF their abilities REALLY fast on
Cactaur Island. Simply go to the island where you got Cactaur, and walk around in the desert. If you can beat these guys, you'll earn 20 AP for EACH ONE!!! I usually disable Ribbon on my guys and enable Initiative
instead. That lets my guys strike first, which gives them a SLIGHT chance at hitting something. Heh heh. If you can hit them, you can get your GF Abilities in no time. During the course of killing off Cactaurs, you may
end up with a large quantity of Cactaus Thorns. Use the GFAbl Med-RF (Eden) to turn 100 into a "Hundred Needles."
Obel Lake (Disc 1, after Timber): When you've first left Timber, there's a large lake near by.
You'll notice an isthmus that reaches into the center of the lake. Head out onto the isthmus and press 'x' at the end.
You'll see a message saying "It's Obel Lake." with two options: 1) "Throw a rock" and 2) "Try humming." Choose option 2)
Try Humming." You'll see a note saying, "A black shadow rose to the surface." Now select "Try humming again." You'll
get a message saying, "Black Shadow ...Hello human. What a lovely tune." followed by "(There's something large there...)
Press X again and you'll get a note saying "Thanks for speaking to me again. Can you do me a favor?" You'll have two
options: (What is it) and (I don't want to hear it...) Select Option 1 (What is it) and he'll reply, "It's my friend Mr.
Monkey... Can you find him for me? Please..." Press 'X' again and he'll say, "Mr. Monkey should be in a forest
somewhere. Keep walking around, and I'm sure you'll find him." Press 'x' again and you'll see "If he's not around,
perhaps he took a train towards dollet?" Head away from the lake a few steps, then come back and press 'X' again. This
time select "throw a rock." You'll see a message with a bunch of dots and "The rock skipped n times." where n is some
number. Keep doing this until you see a message saying, "The rock skipped many many times."
Now leave the lake and get on the tracks heading north toward Dollet (past the staition you exited at for Galbadia
Garden). On the Dollet - Hasberry Plains, you'll see the tracks cross a road. Just West of that is a small forest along
the North of the plains. Wander around in there until you see a note saying "There's the monkey!" You'll have the option
to sing or "throw a rock." Select "Throw a rock" and he'll either taunt you or say "...OUCH! ...D-Darn it! ...You're
gona pay for that!" If he just taunts you, leave the forest, come back, and throw another rock until it hits him. He'll
throw a rock at you and run away. "...Upon inspecting the rock, it looks man-made, and has some carving on it..." "U R H
A E O ...Is this... part of something?)
Leave the forest and head back to the lake. Hum again and you'll "relay the whereabouts of Mr. Monkey" to the
shadow. Keep talking to him and he'll eventually say, "Oh, yeah... At the beach in Balamb, something special washes
ashore at times."
When you can again get to Balamb, and search along the shore for the 2nd rock (S T S L R M).
If you keep talking to the shadow, he'll eventually say, "Oh, yeah... You'll find something on an
island east of Timber, too." When you have a chance, search those islands (it was toward 1/3 of the way
to the East end of the skinny island north of the Railroad bridge for me) for another rock "It looks
man-made, and it has some carving on it. (R E A I D R).
If you keep talking to the shadow, you should get "There's also something on top of a mountain with
a lake and a cavern." This one is a bit more tricky, and requires the Ragnarock to find. You'll have to
land on top of the mountains directly north of the Galbadia Prison. Fly around and you'll see where the
waterfall is coming out of the mountain. You'll get the message "A bird is warming an egg." If you
"Check it out," you'll fight a few Thrustaevis enemies, after which you'll find a rock that says, "E A S N
P D."
Take all four rocks back to the shadow, hum, and he'll put them in order. Read it right to left,
top to bottom and it will spell out "Mordred Plains has treasure." Those planes are in the
north-western part of the Esthar contient. That continent kind of looks like an H. If you go to the
top-left side of the H and search over and over in an area that's a bit more brown than the rest,
you'll see the following:
"There are many multicolor rocks with faces all over the place..."
"The red-faced rock tells you angrily, 'The treasure's to the nnn!'"
"The blue-faced rock whispers, 'Some of us just repeat the same thing.'"
"The blue-faced rock whispers, 'Some of us just talk nonsense.'"
"The blue-faced rock whispers, 'People call us the liar rocks.'"
"The blue-faced rock whispers, 'Some of us just say the opposite of what we mean.'"
"The blue-faced rock whispers, 'I don't know where the treasure is.'"
"The white-faced rock tells you coldly, 'It's nnn.'"
"The black-faced rock tells you sternly, '...The treasure is probably in the direction of the North Star...'"
So basically none of these guys tell the truth - but one is ALWAYS telling a lie. That's the
red one. Do the opposite of what it says and you should eventually come to a spot where you see the
phrase, "The red-faced rock tells you angrily, 'The treasure's not here!'"
Search there again and you shoud see "What's this?!...." "Found Three Stars!" You know how you can
use tripple to cast three spells on your turn? Well three stars lets a GF learn an ability that makes
that only cost one magic instead of three!
---
Random Mysterious Hint: "Oh, yeah. Do you know what? Take a break at the railroad bridge." I don't know if this
is related, but if you search around on the railroad tracks bridge to the north (on the way to Dollet), you'll find a fire
draw point. Whee.
Random Mysterious Hint: "Take some time off at Eldbeak Peninsula. I bet it's a wonderful
place." If you go to the very nothern tip of this continent and look east, you should see a bit of
another continent. Head there and go to the tip - you'll know you're there because you can see a bit
of Dollet off in the distance. Search around until you see "There is a stone pillar. If you look
closely, there's something written on it. TRETIMEASUREATMINOFFDESILE. OK, so the hint is to "take
some TIME OFF at..." So if you take that out of the middle, you're left with treasureatmindeisle, or
"treasure at minde isle." That's the island off the coast of Esthar, in the south west (at the bottom
of the H that the continent kind of makes.) If you search in the eastern light-colored areas, you
should find a Luck-J scroll.
GF Side QuestsOdin (Disc 2):
Welcome to the Centra Ruins. You remember the Centra, right? Oh, wait. That was the Cetra. Anyway,
you can get a really weird GF here. To get to the Centra Ruins, where you can get Odin and Tonberry,
start out at Shumi Village. (Don't forget my favorite magic you can get here!) Keep the small globe
map up for this. Go north. When you come to the centra land mass, follow it around to the right
(counter clockwise). After a while you will be on the north side of a tiny strip of land connecting
the two pieces of centra. From here head due north and you should be able to go up onto the land.
When you get on to the land, turn your vessle to face east. You should see something big. Go there.
Prepair your guys, then save your game right outside the ruins. To prep your guys, make sure they are
almost totally dead, and that you have Enc-None turned on. If you don't have enc-none this could be
tricky, but it's still do able, just RUN from any battle you get into! See the timer at the top left?
You have to beat Odin before it runs out. You can't really do it if you are getting sucked into
battles every 30 seconds. So, set the guys and head in. You did remember they should be close to
dead, right? Renzokuken can make this a very quick battle, and this enemy is the only one in the game
that won't hit you back.
- Go forward, through the gateway that says "My Blue Heaven," around the fountain and up the stairs (there's a drain draw point hidden just behind the fountain, btw).
- At the platform in the stairs, go right.
- At the top of the stairs, head forward and go into the temple.
- Once there, take either little stairway to the top of the block in the middle of the screen.
- When the block stops moving, you will be presented with a choice of two ladders.
- Take the left one for now.
- The right one just leads to a platform where you can draw Aero. Pretty boring, eh? But if you take that route, it will steal 90 seconds minimum off your overall time left.
- At the top of this ladder is another one. Just examine the wall in front of you at the top.
- When you get to the top of the ladder, head through the doorway and flip the big switch in the center of the room.
- Get back on the ladder and go back down to the bottom.
- Now the little area between the ladders has a blue light on it.
- Press the light and a magical stairway appears on the far right of the screen; go up it.
- When you get to the top, you should see a ladder on the left; go up that.
- When you characters have finished wasting your valuable time jumping slowly across to the ledge, remove the left eye from the statue (remember that's HIS left, not YOURS).
- Jump back across and go down the little ladder.
- Now go up the stair way on the right.
- At the top of the stairs you have two options, go right or go up. If you go right, there is a draw point for pain. If you don't have it full on all your guys already, go ahead and draw. That one is worth it.
- Now go up the ladder on the dome.
- Go examine the statue.
- Select: Put the left eye in.
- Then select: Leave it as is.
- You will be given the password. WRITE THIS DOWN! (It was 4-3-6-7-4 once for me.)
- Examine the statue again and remove both it's eyes.
- Now go back down the dome ladder, and descend the stair case until you come to the room with the other statue (where your character's jumped slowly across to the little ledge).
- Go up the little ladder to that statue and put both his eyes in.
- You will be prompted to enter the code. Press the right and left arrow keys to enter the number you got at the top. The leftmost digit in the code should be at the top of the collumn.
- When you have finished, press the button that you press to exit a menu.
You should be granted access to the chamber of Odin. Make sure someone can Mug, then head inside. When I
finally got in to see him, I had 15:00 left on my timer. It was enough time to beat him, but only because
I had awesome limit breaks for Squall, Zell and Quistis. Well, that may be a slight exageration. I think
I beat him in 3:08 seconds. Oh yeah, you did remember to keep your guys almost dead here, right? Don't
worry about healing, as Odin won't attack you. Go through the open chamber door, steal (Mug) a luck-j
scroll, and just wail on him until he is dead. You will receive a G-Mega-Potion, Odin's Card and 20AP. It
may sound a little anti-climactic, but it's acctually kinda cool. What really happens is that Odin will
now randomly show up and vanquish your opponents. It's pretty cool I think. Now leave the ruins SAVE
YOUR GAME and come back, if you think you can get Tonberry too. (See below.)
Tonberry (Disc 2):
WARNING: DIFFICULT! Possibly long, too. This section took me 1.75 hours. Head to the centra ruins (see
'Odin' for directions). SAVE YOUR GAME BEFORE ENTERING THE RUINS. Wander around killing Tonberries. These
guys will counter with Everybody's Grudge, which does massive damage to anyone that has killed a bunch of
enemies (i.e., Squall gets hit with 9999 dmg every time.) However, they don't seem to counter attack if
you're hiting them with a limit break. I like to use Squall and Irvine near death for these battles, and
one other character will full health - just to prep for the final Tonberry King encounter. After defeating
18+ of these guys, Tonberry King decides to come out and protect his subjects. EEP! If you can beat him,
you deserve this GF! You can't steel anything. Invincible moon (Rinoa and Angelo) is very cool. BTW: You
can draw life from him, if you need to.
My strategy on this one is to get Squall REALLY powerfull while staying at a low level (think
high-level magic junctions), then attempt it. Tonberry King seems less likly to attack you unless you have
first attacked him, so I only attack using limit breaks. This takes a bit of patience, but it can be done,
and it decereases the time you spend fighting Tonberries quite a bit. If you don't prepare well, this can
be one of the hardest GFs to get. His familiar skill makes it worth it to get early on, though, if you can.
So let's prepare well, shall we? To help defeat tonberrys, I make sure two of my characters are close
to death all the time. It means I use a fair bit of life magic or phoenix downs, but it also means I can
use their limit breaks. Tonberrys (even Tonberry King!) are weak to the Vit 0 stat - so hit them with a
Meltdown spell and you'll do 25%-33% more damage with each attack. If you junction Flare to your Str, you
can kill Tonberry King off after two or three Limit Breaks. If you don't have Meltdown, Quistis can use
Bad Breath on them, which also makes it quite a bit easier.
To help defeat Tonberry King, be sure you have at least one character that has full HP. He uses
something called "Junk" that can kill off your guys with surprising speed (800+ damage each). If you keep
the other two near death, though, you can make use of limit breaks. Again Meltdown is your friend. Using
the above info, I pretty easily defeated him with Squall (30), Zell (10), and Irvine (13). You probably
don't even need Squall at that high a level, but I like having him somewhat buff by this point (using the
4xAbility and Vit/Str/Mag/Spr Bonus abilities junctioned.)
MiniMog (Disc 2):
If you play the PocketStation game (and rescue MiniMog) you can get "Mog's Amulet" which should allow
your GF to learn how to summon Mog to come in battle. All he does is give you back a few hit points,
so in my opinion it's not really worth it, though I acknowledge that some people also like to play for
the "cute" factor.
Chocobo (Disc 2):
This is the only GF summoned by using an Item. Use "Gysahl Greens" (during a battle, obviously) to
summon Chocobo. This only works after you have succeeded in obtaining a chocobo, though. If you are
playing the PC game, you can make this attack more powerfull by playing the PocketStation adventure
that ships with the game. (Anyone know how to make it more powerful on the PS?!?)
Gilgamesh (Disc 3):
If you get Odin (see above) then when you defeat Seifer at the end of Disc 3 you'll get a neat
surprise. Now when Gilgamesh comes, all you have to do is choose an attack. Make sure you don't use
"Excalipur" (does not damage) , unless you are trying to run away from your enemies so as to avoid
gaining experience and leveling up. (Yes there are reasons to keep your character's at low levels.
Determining why is left as an excersise for the reader).
Doomtrain (Disc 3+):
Doomtrain can only be called once you have the 'Solomon Ring' that you get from Tears' Point.
Once you get to Esthar, you should see it on your main map. Go there and pick it up from the ground
around the statues. In order to call Doomtrain, you need to use that ring when you have the proper
elements. The elements are the ones listed in the 3 other Occult Fan magazenes. You need at least 6
Steel Pipes, Malboro Tentacles and Remedy+.
When you have those, use the ring from the item menu. Card-Mod Steel Pipes from Elastoids,
Malboro Tentacles from Malboro cards, and use Alexander's Med LV Up ability (Learn Med Data to unlock
this on) to get Remedy+s from Remedies. NOTE: It looks like you can do this on Disc 4, too. Tears'
Point is accessable from the world map. Also of interest, if you happen to get a Soloman's Ring
before you get to Tears' Point (*cough* cheater *cough*) you can call Doomtrain as soon as you get it.
You can draw Life and Reflect while at Tears' Point.
Cactuar (Disc 3):
This may be one of the best GF to have junctioned at any given time. Cactaur comes knowing
bonus abilities for HP, Str, Vit, Mag and Spr. Junction him with Abilityx4 and you can REALLY get a
high-power character while leveling up. Combine that with the Tonberry's LV Up command, and you can
get seriously powerful guys. Every time my cactaur-junctioned character levels up, he or she gets and
extra point in str, vit, mag, and spr. That's pretty powerful! You can only get cactaur on Cactaur
Island. To get to Cactuar Island, you must get the Rangnarok (on disc 3). The first thing you must do
(I'm not kidding) is JUNCTION ITEMS TO EVERY MEMBER OF THE GROUP!.
When Cactuar attacks, he can occasionally use something called the attact of A THOUSAND
CLUBS!!!! No WAIT, that's Kodachi from Ranma 1/2. Sorry. He actually uses something called the
attach of 10,000 needles, which is (of course) an order of magnitude worse. When you first get the
Ragnarok, head south and a little west to get to a little island with desert on it. A BIG cactus will
show up occasionally. When it does, run toward it begin the attack. When you start the battle, try
to keep your characters alive. Use Phoenix downs (you do have item-junction, RIGHT?!?) to keep your
party 'In the Yellow' so that they can use their Limit Breaks. When you beat him, be sure to junction
him quickly so that you can use his skills! BTW: You can mug some cactus thorns from him.
Bahamut (Disc 3):
To get Bahamut you need the Rangnarok (in other words, you must be on at least Disc 3.) Be sure you save before
attempting this battle. Head to the island research center. Head to the Southwest corner of the square version of
the world map. Just Northeast of the far Southwest corner, you'll see a floating platform. Land the Ragnorok there.
You must HAVE ZELL IN YOUR PARTY WHEN YOU LAND; be sure not to have FIRE or THUNDER juctioned to attack on any
characters! Also, be sure your guys are at Max HP, or can absorb Fire attacks. >.< When you have finished listening
to Zell's speach, head into the facility.
First up, a little prep. You'll want to be able to mug and LV-Down here, if possible. Also, you'll want to be
able to card, if you don't want to get lots of XP out of this. There is a machine on the right side of the screen
which you will be walking toward... ONLY move when the BLUE LIGHT IS OFF and the dancing squares are invisible! If
you move while it's running you WILL have to fight a TON of enemies. Walking only when it is 'resting,' you must make
your way to the front right of the machine. I found enc-none to be almost a necesity. Also, there's an enemy here
with Full-Life to draw. I like to transfer OUT all my Full-Life so I can stock up here, since it's a hard one to get
otherwise. If you have LV-Up and LV-Down available, you can LV-Up a Red Dragon and learn both Flare and Meteor from
it. (Or if your guys are high enough levels already.) If you want to do that, transfer those magic to another
character. Finally, I'd be sure to have Pain Status-Atk for as many characters as possible. Bahamut can hit for
serious damage, and he's surprisingly vulnerable to Darkness. Also, you may want to check that your GF are set to
learn things that will require 60+ AP.
Right. So, after a brief bit of conversation you may begain walking around. Head right until it says, "You
have percieved the resonance." Next head right and then forward (if you are blocked by a vine, you'll have to come
toward the bottom of the screen before you can go all the way right; once you've gone around the longest vine, you can
head toward the device). There is a panel you'll see on the machine - be sure to be healed up all the way before you
get there.
Once there it will ask you three questions which you will have to choose the answers to based on a menu that
pops up. For the first question you have only one choice ("It's not our will to fight"). The next question should be
answered with 'Never'. The third answer is the mostly hidden last response ( .) Choosing that will cause you to fight
Bahamut. Finish him off to aquire him. I mugged a Hyper-Wrist off him. Once you have him, be sure to see what cool
stuff you can get using his "Forbidden-Magic Refine" skill. You can turn an Ultima Stone into Ultima, for example.
Once you aquire Bahamut, you have to "change regions" before you come back and go for the Omega Weapon. I recommend
going back to the Rangnorok and then having your guys walk around the ship for a few seconds. This seems to reset it.
When you have walked around, return to try for the Ultima Weapon (if you dare!) See Eden below, but be sure to
junction your new magic if you drew any.
Eden (Disc 3):
When you get the Rangnarok, you can try for Eden. It's tough, but you have to persever. To
obtain this GF, head to the bottom left corner of the square map and look for a little Island looking
thing. It's just barely north-east of the main south-west corner. When you land, you will have to
Obtain Bahamut (see Bahamut above) and leave the island. After leaving the Island walk around
somewhere else (even abord the Rangnarok seems to work) then return. Upon entering the complex this
time you will be able to save your game at a save point nearby.
Do so, then cross the makeshift bridge and descend into the abyss (The stick didn't work for me - I had to use
the left directional arrow.) Draw Dispel if you want, then talk to Quistis/Zell/whoever to begin examination of the
nearby terminal. Let it explain what is going on and the trapdoor in the floor will be opened up. When it's opened,
head down and examine the nearby terminal. The way this puzzle works is that you have to expend just enough energy
(steam) to get through the floors so that you can still have some energy to open the door at the bottom. Here are the
levels you have to set in order (ignore the numbers on the walls):
- At the main level, it will automatically choose 4 for you. Go down to level 2.
- At level 2 select that you want to use 2 pressure units. Go down to level 3.
- At level 3 select that you want to use 2 pressure units. Go down to level 4.
- At level 4 select that you want to use 1 pressure units. Go down to level 5.
- At level 5 select that you want to use 1 pressure units. Go down to level 6 (It's an elevator; stand on the pad).
It looks like nothing happens, but there is actually an elevator you have to take to get to level 6. Once there, let
Zell bang around on the machine then go through the big door that opens up to access the lower levels. If you can
equip "Encounter None" I strongly recommend you do. At the top of the staircase is also a Save Point. It's probably
a good idea to use it. Go down, but remember that at least every other stairway or platform has an encounter you
cannot escape from. Here Odin is your friend (or nemesis, if you're trying not to level up). Also, when you are
fighting certain enemies, here's a strategy you might like:
- If you junction LV-Down and Card, it's possible to draw any magic you want, then drop the level and/or card them.
This should help make sure you don't get too much XP and level way up before the eye opening battle way down below.
Also, if you're on an emulator, you can save state before each battle, if you'd like. Equip Move-Find to see the
Ultima and other draw points along the way.
- The first set of stairs has a bunch of Tri Face enemies. Junction Sleep to ST Attack and both Pain and Confuse to ST Def. If you are too high a level, the Tri
Face enemies will use poison gas which causes confusion. If you're trying not to level up, have one character level them down while another uses mug, then card them
after three or four rounds.
- The next set of stairs (after switching screens) will have a Grendal and an Imp. Use the same strategy as above, but be aware the imp may cast Berserk, so have
remedies handy to cure that.
- On the next set of stairs you'll start to encounter Behemoth. There are two strategies. The first is to do something similar to the above, and hope he stays
asleep while you LV down and attack/mug until he's at level 1. Then switch to card and attack/mug. You wouldn't believe how many HP these guys have. The second
strategy is to junction "Pain" to your attack to do two things. First, it casts silence to keep him from using flare or meteor on you. Second, it causes poison
that will do much more damage then most attacks could! Oh yeah, and blind keeps him from being able to attack you normally. I think you see where this is heading.
- The next set of stairs will drive Red Dragon encounters. For these guys, junction 100 Water to your Elem-Atk. Want to make sure all your guys have Meteor?
You've got several red dragons in a row. Just LV-Up (if needed), then draw meteor, and then LV-Down - you can get all your characters filled up on Meteor pretty
quickly. Just remember to transfer it to someone else before hand. e.g., If I'm playing Squall, Zell, and Quistis, I'll transfer all their Meteor to Rinoa,
Selphie, and Irvine. Then I can draw up 100 Meteor on my party and have a LOT of spare magic to go around - and it's the really powerful magic when it comes to
junctioning!
- The final set of stairs comes with pairs of Iron Giant enemies. These have Haste magic, and like all the above can be put to sleep pretty easily. The regular
strategy of LV Up (if needed), draw, mug, LV Down, Attack, Card seems to work well. Alternately, a Status-Atk Pain junction will make it blind rendering its Great
Sword attack useless. Don't junction Bio to Elem-Atk, though. If it's blind, you can just attack them until they die, or get far enough down that you can card
them. They can be "Degenerated," by the way. Merry Christmas. ;) If you use LV-Down, you can do it like 5 times on these guys. That also reduces the amount of
XP you get from fighting them, FWIW. It goes from hundres to, like, 4.
- After the screen with all the Iron Giant enemies, make sure you have move-find enabled and SAVE at the save point here before doing anything!
Fighting for Eden:
I really hope you saved 10 pressure by following the instructions above. Very few things are as irritating in this game as getting all the way here only to realize
you DIDN'T leave enough steam pressure to open this last door. Then you have to go all the way back up through that mess and try all the levers, and then come all
the way back down to see if it worked! Anyway, you saved at the hidden save point, right? You'll get 100 AP for this battle, so don't waste it. Set your guys to
learn stuff you care about. Be sure you have the ability to cast aura on Squall, and be sure you can draw Eden! Make sure you are well equiped (this guy is
TOUGH!)
He *does* have ultima you can draw, but he's going to attack with super powerful magic, so drawing might be tough. Junction Quake to everyone's Elemental
Defense! Junction Mug to whoever has the highest speed, or at least make sure speed is high for whoever has it. You want to be able to mug the 3 Stars, if
possible. Also, be sure folks can cast magic, draw (at least one - you WANT the Eden GF, and others may want Ultima magic), and use items to revive.
Don't be afraid to use your most powerful potions here! This is arguably one of the two hardest battles in the game, so those potions were given to you "for such a
time as this." Also, you may want to set your battle speed down quite a bit. Do you have any Hero stones / spells? Those render you invincible for a short time.
Use the hidden save point to switch in your lowest level characters. The power of his attacks correlate to the average of your characters levels. I like to go in
with low level Selphie, low-level Irvine, and Squall. Make sure you have plenty of AP Ammo available. If Squall doesn't have the Lionheart weapon, use Aura on
Irvine (limit breaks galore!) and have him use his limit break with AP ammo.
After you pull the lever you will fight the Ultima Weapon. First things first; draw Eden. Eden is easily the best GF. Next, mug a three stars from him.
Third, case Meltdown (you NEED VIT 0 here!) After that, wail on him. Can you say Aura? I knew you could! If you happen to have Squall land a Lionheart, it's
essentially all over. As far as I can tell, the whole reason they made you fight so many battles you couldn't run from on the way down was to level your characters
all up at least 20 levels. Shrewd, eh? But the catch is that high-level characters must fight high-level enemies. This guy level is directly related to your
characters. Kill this dude and get back up to the top (thank your lucky stars for Enc-none here; Does anyone else miss the days of "warp" spells?)
Why Eden?:
OK. I've had some emails complaining that I don't really explain why anyone would want this GF. Basically, he
kicks serious posterier. He can break the 9999 limit barrier, and you can "boost" him up to 250, easily the highest
of any GF. For example, when fighting Chimeras, even low-level characters can land in excess of 17,000 pts of damage using this guy. So to
sum it up: He rocks!
Cheat (PC Version only)Chocobo File Updater - By Carbon Ocelot (2/21/2001)
Instructions:
NOTE: Make sure you have "Chicobo." If you don't have Chicobo, refer to the section below "Getting Chicobo."
- Load your favorite group of characters, and enter the save menu.
- Select the "Chocobo World" slot.
- Select "World" to send Chicobo to Chocobo world.
- Use Cntl-Esc to get to windows. (NOTE: With XP, you may have to use cntl-alt-del to break out of the game. This will bring up the task manager and let you switch to a
different process.)
- In the ff8 save directory of which ever slot you are in, Backup the file called "Chocorpg" someplace safe.
- Unzip the 2 files "updater.bat" and "ch2" and place them in the ff8 save folder.
- Double click on updater.bat.
- Alt-Tab back to FF8. (You may have to use the task manager in XP.)
- Select "Home" to bring Chicobo back to this world. Chicobo should bring some goodies with him. If this does not work, you may
have to edit the file. Email me at the address on the contact page for detailed instructions.
- Now send chicobo back to chocobo world, then Alt-Tab to Updater and press any key. (Again, use the TM for XP.) This will 'recharge' your chicobo.
- Switch back and forth as desired.
How I Use It: I got tired of switching back and forth between the two games, so I rigged up a quicker way of
doing this. On my internal network, I shared my save folder, and had another machine attach to it, setting it to mount
it as drive H: (or whatever is available). Then I drop to dos, say H: (to get to that directory) and then type
updater.bat. Now whenever I press the space bar on the OTHER machine, my choco file get's recharged. I put the
keyboard from the other machine on the floor and press the space bar with my feet. Now I just bring choco back
(collect toys) then send him to choco world. Then press the space bar with my foot. Then bring him back to collect
more toys. It WAY faster, but requires a network, two computers and a little windows knowledge.
Getting Chicobo: To get Chicobo, simply catch a large chocobo at one of the six chocobo forests. Your first catch (or
payment to chocobo boy) will give you a Chicobo. The easiest Chocobo forest to catch a chocobo in is the one by Shumi Village on the
Northern most island of the square map. It's the small round forest patch.
Legal Note: The author assumes no responsibility for your machine crashing as a result of using this, uh, patch. :) Also, when you want to play chocobo world, be sure
to delete the three files "ch2", "chocorpg", and "updater.bat" and restore your old "chocorpg" file first.
Card Game (Triple Triad)
INDEX
Rules
Balam Card Club
Strategy
Queen of Cards Quest[s] (N/C)
Why play cards?:
I'm glad you asked! Quezacotl's Card Mod skill lets you turn cards into items, which
can be used or refined into things that can significantly help your characters
throughout the game. For example, be sure to see the Weapon Upgrades section and learn how items you
acquire through the card game will let you upgrade to a new weapon (you don't buy
better weapons in this FF.)
Triple Triad Rules The rules for triple triad are
fairly basic. Throughout the game you aquire cards through various means. You can
"Card Talk" to a character by pressing the 'A' key (PC Version) or Square button
(Playstation). If that character plays cards, you will be given oppertunity to begin a
game. The rules change from location to location, but the basics are the same. You
win a game by flipping over more of your opponants cards then s/he flips of yours.
Depending on the rules of the land, the winner gets one or more of the losers cards.
The variable rules are:
- Open. The open rule means that you can see the cards your opponant will be
playing with. Be aware that s/he can also see yours. The open rule is very helpful
for avoiding same/plus combos, and is an absolute MUST for beginners. Try to spread
this rule early on if you're a novice. If you're a veteran player, you probably know
what kinds of plays to avoid.
- Random. This rule makes it very tricky to win battles. With Random, the computer
will chose 5 cards for you that you will have to play with. Since some cards cannot
be Card Moded without up to 10 cards, it's difficult to keep your deck stacked such
that you control what cards are chosen. In fact, with the Difference and All rules,
it's virtually impossible! Try not to let this rule spread! If it does spread, you
should can eleminate fractional reserves of cards (e.g., you have 1 Chimera card so
you need 9 more to get a full set of 10 to card mod) by acquiring 4 really low level
cards, and losing on purpose. Your opponent will take the best card you played with,
so if you play with 4 bite bug cards and 1 Chimera card, they'll virtually always take
the Chimera.
- Elemental. Some cards have an elemental symbol on them. If the square you play
the card on matches that symbol, all point values on that card go up one. If you do
NOT match that symbol, all points go DOWN, so be carefull if you are used to just
playing a 'pattern' game - cards that did not previously match for "same" may match
now.
- Sudden Death. With this rule, if the game ends in a draw, you'll swap a few cards with your opponent and play again. I recommend
avoiding spreading this one.
- Same. When the Same rule is used, any card played with numbers that matches two
or more numbers on adjacent cards with cause those cards to be flipped. When a card
is flipped due to the same rule, all cards it can flip will be flipped, etc. Save
your game and play with Same until you are comfortable with it.
- Same/Plus. This is identical to same, except that instead of just matching the
numbers on the other cards, you can also match the value that their numbers add up do.
So if you play a card where the edges are 2 and 5 next to two cards whose edges are 7
and 4, the values add up to 9 and 9, and thus the two cards matching those edges will
flip instead of just the 7 (which would flip because 7>2). This can get tricky, so
save your game before messing with it.
- Same/Plus/Wall. Treat this rule as the one above, but the wall now counts as a 10
(or 'A').
Trade Rules:
The Trade Rule in force for the current region determins how many cards you'll exchange with your
opponent. When you start out, you'll be using the 'One' rule. Possible trade rules are:
- One. With One, only a single card is traded. The winner chooses the card.
- Difference. This rule allows the winner to chose as many cards as he won by. If
you win by 5 or more points, this is effectively the same as the All rule below.
- All. Yeah, you guessed it. Winner takes all cards. Ouch if you lose your good
ones. Make sure you save your game before toying with this. When you pair all with
random, you might end up losing several good cards because you can't win due to the
random bad cards being injected. In this case, use the trick above to remove as many
bad cards from your hand as possible before playing with the All/Random combo!
- Direct. At the end of the game, whoever controls each card on the board wins that card. If your
strategy in the game is to allow an opponent to flip a high value card so you can flip their other cards,
you will lose the high value card they have flipped. Try to avoid this rule.
Different regions have their own combination of rules and trading rules, but if the Queen of Cards is in
the region, you can get her to change the rules by paying her money. You can also get her to influence
the trading rules by playing against her. See the Queen of Cards section below for more info.
Abolishing Rules:
When you first arrive in a region, you have a chance of either spreading a rule from a previous region or abolishing a rule from the new region. Or sometimes
neither. For this reason, it's generally considered helpful to use this aspect of the game to your advantage to abolish rules by bouncing back and forth between
regions with dissimilar rules. Most importantly, you want to get rid of the Random rule. Dollet, Trabia, Centra, and Lunar all start out with the random rule. By
going from a region with a rule these don't have, you can possibly eliminate the random rule. Generally speaking, abolishing rules follows this patter:
- Come TO a city where you want to abolish a rule FROM a city with a rule that isn't yet spread.
- Save outside the target city
- Enter the city and challenge someone to a card game. You should see a note about combining rules from both regions. If you don't, you need to visit a DIFFERENT
city first if you want to stand a chance of abolishing a rule.
- Accept the offering of a game using both rules, then press "quit" from the subsequent Rules screen. At this point you will either see no message, or a message
saying a new rule has spread in this region, or a rule saying an exiting rule has been abolished. If the rule you wanted to get rid of is now gone, you're home
free. Other wise, reload the game you saved outside the city and come back to try again.
Emulator's Note:
If you're playing on an emulator, it's quite a bit easier to abolish rules from various areas. For example, Trabia has the annoying Random rule. If you simply
save your game outside the city (choose save from the menu - don't use the emulator here), then go into the city and play cards with anyone, they'll offer to play
with any rules you know from another region. Just use the emulator quick save before offering to play. After agreeing to play with combined rules, you can quit from
the Rules screen. Most of the time either a new rule will spread here, or an existing rule will be eliminated. If a rule spreads, simply load your quick save, then
card-talk the same person, but decline to play immediately. Then quick save again, and repeat until either the rule you want eliminated goes away, or they stop
offering to play with combined rules. If they stop offering to play with combined rules, you have two choices. Either reload your quicksave and find someone else to
play with (then repeat the steps above as needed), or alternatively you can simply hard-reset the emulator and start the game over, then restore the save game
outside the city and try again. Eventually you'll be able to nuke the rule you want. For the few areas where this isn't convenient, I'll offer suggestions that
don't rely on the emulator in the appropriate spots. If you're trying to abolish the Random rule in Trabia at the end of Disk 3, here's a tip if the Esthar
president is on the Ragnarok - you can play against him first, if you need to learn new rules, then go play into trabia. You can do this over and over, if needed to
eliminate various rules.
Spreading: Rules spread when you play games around the world. When you propose a game to a character in a new land, any rules from the previous
land you played in may be new to him. He may suggest you play a game that combines rules from both area. Unless you just came from Balam (includes Balam Garden) I
don't generally recommend this. Keep proposing games and eventually s/he will not ask to play with combined rules. To spread open, but keep other rules from
spreading, I usually go back and play in Balam Garden after each new land I play in. In Balam, I always say no to anyone who wants to play with combined rules.
Then when I go somewhere else, I say 'Yes' if they ask to combine the rules from Balam. If this confuses you, you can also pay of the Queen of Cards early on so
she'll spread the open rule, if it's not already active in Balam.
That's pretty much it for the rules of the game.
Triple Triad StrategiesBeing good at the card game
really does translate to being better prepaired for the actuall game. Unlike some
mini-games in other Final Fantasy games, winning lots of card games translates into
better magic (and thus insanely high stats toward the start of the game), better gear
(level up your weapons at the junk shops), and stronger GF (they can learn skills from
the stuff you get when you card mod). Follow these hints to learn how to maximize
your card playing ability.
Start early:
It's possible to acquire some good cards without having ever left Balam. Once you get
your starter deck from the guy at the hallway of level two, head for the training
center. Set Quezacotl to learn 'Card' and go hunting for Grats. When you get weak,
head to your room and rest. (Save your potions and cure spells for later.) From the
main entrance to the training center, head to the left and call Quezacotl when you
encounter a heard of Grats. He'll usually kill grats in one shot, but you may have to
kill them yourself with a good smack once in a while.
When he learns card, eneable it in the menu and have him move on to 'Card Mod.'
Continue Grat hunting, but this time try not to kill them out right - if Quezacotl
doesn't kill enemies on one shot, great! Otherwise, you'll have to hunt by hand. Hit
them two or three times to weaken them, then card them. You'll get lots of Grat
cards, but you should also get a few Shumi Tribe cards. These are increadible cards
to aquire this early in the game. Try to get three of them if you can, then you can
begin playing in earnest.
Round One: Leave the arena, save your game, and take on the girl in
the Library at the desk. When you get good enough that you can beat her with ease, go
for the girls outside your dorm room, then the lunch counter lady (the one on the
left). If you can beat all these easily, try Dr. Kadawaki and the guy by the entrance
to garden (the one in the booth). If you can defeat these guys pretty much every
time, you should begin to acquire some decent cards, and you will probably begin to
develop a bit of strategy.
Round Two: Head to the Library and go to the far right screen (a
little study area). You should find a girl who says "Hehe... So you want to play with
me?" She plays with some pretty good cards, so you can get some pretty powerful cards
here. Continue until you can beat her with some frequency. After that, it's time to
win your first Page 10 card - Quistis. Save first. ;)
Head to the Cafeteria and go to the back-right screen. You'll see a few guys
you can talk to ("...the one in front, or the one in the back?") Card talk to the one
named "Trepe Groupe #1" and beat him to acquire your Quistis Card. To beat him
easily, I used: Shumi Tribe, Malboro, Wedge/Biggs, Elastoid and Wendigo. If you can't
beat him on the first try, just keep at it. If you lose too many cards, restart from
your save (you did save, right?!?) and try again. When you have it, save again and
then look for the kid that's running circles around the middle of Garden. You can't
miss him - he runs past on the screen with the directory almost every time. Card talk
to him and win the Mini Mog card.
Side note: I used to think the mini mog card was only good for card moding, but there's a problem
with that - you will not be able to complete the queen of cards quest if you do that. I'll just play the
Queen of Cards the first time I get to Balam City and loose it to the Queen to start the side quest.
Moving up:
It's probably obvious by now, but they single easiest way to get powerful
characters is to win and card-mod certain cards, and then use your GFs' magic
refinement skills to turn those things into magic. Throughout most of the game,
you'll be playing with 3 characters. You can also move magic between characters via
the Magic submenu. What all of this means for you is that you can very early on in
the game use the card game to make normal game play easy (I mean REALLY easy!!!) and
the really tricky stuff possible. Put another way, if you want to get some of the
most powerful stuff in the game, you're going to *have* to learn how to play the card
game well. As an example of what the card game can do for you, before I have Squall
(L17), Zell (L9), and Selphi (L8) get on the train for Timber, they all have between
3000 and 5000 HP. All three have 100 of the following high-level magic: Tornado,
Death, Meltdown, Pain, Curaga, Regen, Zombie, Blizzaga, Thundaga.
And it's not just magic. Remember the Weapon Upgrades
section? I upgrade Squall's weapon the moment I leave Balam Garden to go take the Fire Cave test.
I get a lot of email from people saying "It's so boring to play the card game for hours before I
even play this game, why don't you just level grind?" My answer is: Go ahead!!! It's your game - play
however makes you happy. For those of you who want to truely dominate - no matter what it takes, the card
game is an easy (if a little time consuming) way to do it. Compare to other games where you have to play
the same level 100 times and get everything EXACTLY right or you can't beat it. That really bugs me. But
I'm not going to force you to do things *my* way. ;)
For example, if you get 50 Chimera cards, you can refine those into 100
Full-Life. Junction this to HP and a level 13 Quistis goes from 900 HP to 7700 HP.
Before leaving Balam for Timber is my favorite time to play the game. Here's what I like to do:
- Save outside the Town of Balam.
- Go in the town and play cards with the Queen of Cards until she plays a game with the Trade Rule 'All'
or 'Diff'. That changes the trade rule for this region. If she wants to play with any other rule, I just
quit without playing.
- After that, you can head back to Balam Garden and play against all the opponents listed here. Better
yet, play against the guy squatting by the Dock, if he's there.
- If you are on your way to Timber for your first SeeD contract, be sure to leave Balam Garden after
talking to Cid, then go right back in and take the elvator to the 3rd floor so you can card battle Cid for
the Seifer card. It's one of the best cards in the game, so getting it early is a huge advantage.
By this point, I have the following 5 cards, which I can use to win 4+ cards virtually every game: Quistis, Seifer (or
Diablos), Ifrit, Jumbo Cactuar (from casting card on a glacial eye enemy), and Elnoyle. You can win a lot of really
great cards from the guy at the Guard Shack this way.
If you like, you can have Squall, Zell, and Selphie wander around the fire cave card modding Bombs
and Buels in order to try and get some Krysta cards so you can get Holy Magic. However, you'll be able to
win a bunch of these cards from a somewhat easy opponent before too long, so don't bother if that kind of
thing frustrates you. On the other hand, it can provide the AP needed to learn the HP-J skills for
Quezacotl, Ifrit, and Diablos, which is handy for keeping your guys alive.
When I'm ready to move on from Balam and head to Timber for my first SeeD contract, the last thing I
do is play cards againt the queen with Mini-Mog, and 4 terrible (I use Fastitocalon-F) cards. That makes
it very easy to loose the Mini Mog and start the Queen of Cards side quest. Then I junction all the new
magics I've picked up from playing cards. My favorite junctions are:
- Zell: Ifrit & Siren w/ HP=Full Life / Tornado, Str=Quake/Flare, Mag=Death, Stat Atk=Pain, Stat Def=Esuana&Confuse,
Elem Atk=Thundaga, Elem Def=Water/Shell
- Squall: Quezacotl w/ HP=Full Life / Holy / Tornado, Vit=Regen, Mag=Pain, Elem Def=Full-Life/Shell
- Selphie: Shiva & Diablos w/ HP=Full Life / Holy / Tornado, Str=Demi, Vit=Meltdown, Mag=Quake,
Spr=Curaga, Elem Atk=Thundaga, Elem Def=Firaga/Bio
My guys are now 10+ times as powerful as they would otherwise be, and I haven't even left the island!!!
The best cards to card mod early in the game are:
Best Card Mods |
Quantity |
Card |
Mods Into |
Refine With |
Refins Into |
Junction To |
5 |
Abyss Worm |
5 Windmill |
Quezacotl: T Mag-RF |
100 Tornado |
Magic |
5 |
Blitz |
5 Dynamo Stone |
Quezacotl: T Mag-RF |
100 Thundagas |
Elem Def/Atk |
5 |
Snow Lion |
5 North Wind |
Shiva: I Mag-RF |
100 Blizzaga |
Elem Def/Atk |
2 |
Fastitocalon |
2 Water Crystal |
Shiva: I Mag-RF |
100 Water |
Elem Def/Atk |
50 |
Ruby Dragon |
5 Inferno Fang |
Ifrit: F Mag-RF |
100 Flare (F/L/I dmg) |
Str/Elem-Def |
15 |
Hexadragon |
5 Red Fang |
Ifrit: F Mag-RF |
100 Firaga |
Elem Def/Atk |
50 |
Chimera |
5 Regen Ring |
Siren: L Mag-RF |
100 Full-lifes |
HP |
25 |
Torma |
5 Life Ring |
Siren: L Mag-RF |
100 Life |
HP |
5 |
Mesmerize |
5 Mesmerize Blade |
Siren: Life Mag-RF |
100 Regen |
Vitality |
3 |
Tonberry |
3 Chef's Knife |
Siren: Life Mag-RF |
30 Death (+ 10 below) |
Magic |
3 |
Belhelmel |
3 Saw Blade |
Siren: Life Mag-RF |
10 Death (+90 above) |
Magic |
10 |
Tri-Face |
10 Curse Spike |
Diablo: ST Mag-RF |
100 Pain |
ST-Atk |
10 |
Gayla |
10 Mystery Fluid |
Diablo: ST Mag-RF |
100 Meltdown |
Vitality |
5 |
Armadodo |
5 Dino Bone |
Diablo: Time Mag-RF |
100 Quake |
Strength |
5 |
Blood Soul |
5 Zombie Powder |
Diablo: ST Mag-RF |
100 Zombie |
Status Def |
5 |
Anacondaur |
5 Venom Fang |
Diablo: ST Mag-RF |
100 Bio |
St Def/Atk |
5 |
Forbidden |
5 Betrayal Sword |
Diablo: ST Mag-RF |
100 Confuses |
St Def/Atk |
4 |
Ochu |
4 Ochu Tentacle |
Diablo: ST Mag-RF |
100 Blind |
St Def/Atk |
1 |
Vysage |
1 Wizard Stone |
Various |
Level 3 Magic |
Various |
1 |
Imp |
1 Wizard Stone |
Various |
Level 3 Magic |
Various |
80 |
Blue Dragon |
1 Fury Fragment |
Supt Mag-RF* |
100 Aura |
|
* Requires Leviathan, which you'll get on Disc 2.
Who to play:
To make it easier to find some of the cards above, here's a helpful list of who to
challange to win the cards you want.
Early in the game; while you are still in Balam:
- Bandana Guy: Randomly appears one screen down from the turnstile (Two down from
Balam Directory). Prefers: upper left corner, unless he can flip a card. Can
win:
- Adamantoise (3 = 1 Turtle Shell; weapon upgrade)
- Armadodo (1 = Dino Bone)
- Belhelmel (1 = Siren L Mag-RF into 10 Death)
- Blitz (1 = Quezacotl T Mag-RF into 20 Thundaga)
- Blobra (4 = Leviathan Supt Mag-RF into 40 Shell)
- Blood Soul (1 = Siren L Mag-RF into 20 Zombie)
- Blue Dragon (4 = Leviathan Supt Mag-RF into 5 Aura)
- Death Claw (1 = 1 Sharp Spike; weapon upgrade)
- Fastitocalon (2 = Shiva I Mag-RF into 50 water)
- Gesper (1 = Quistis Blue Magic: Degenerator)
- Gayla (1 = Diablos ST Mag-RF into 10 Meltdown)
- Hexadragon (3 = 1 Red Fang; weapon upgrade)
- Imp (1 = 1 Wizard Stone; various magics)
- Mesmerize (1 = Siren L Mag-RF into 20 Regen)
- Snow Lion (1 = Shiva I Mag-RF into 20 Blizzaga)
- Tonberry (1 = 1 Chef's Knife; weapon upgrade)
- Torma (4 = Siren L Mag-RF into 20 Life)
- Tri-Face (1 = Diablos ST Mag-RF into 10 pain)
- Vysage (1 = 1 Wizard Stone; various magics)
- Turnstile Receptionist: Always in the Receptionist desk one screen down from the
Balam Directory. Prefers: upper left corner, unless he can flip a card. Can
win:
- Abyss Worm (5 = Quezacotl T Mag-RF into 20 Tornado)
- Behemoth (10 = 1x Barrier; Quistis learns Mighty Guard)
- Blood Soul (1 = Siren L Mag-RF into 20 Zombie)
- Chimera (10 = Siren L Mag-RF into 20 Full-Life)
- Elastoid (1 = 1x Steel Pipe; 6 needed to summon Doom Train)
- Elnoyle (10 = 1x Energy Crystal)
- Gayla (1 = Diablos ST Mag-RF into 10 Meltdown)
- Gesper (1 = Quistis Blue Magic: Degenerator)
- Imp (1 = 1 Wizard Stone; various magics)
- Iron Giant (3 = 1x Star Fragment)
- Malboro (4 = 1x Malboro Tentacle; Quistis learns Bad Breath / 6x needed to summon Doom Train)
- Mesmerize (1 = Siren L Mag-RF into 20 Regen)
- Ruby Dragon (10 = Ifrit F Mag-RF into 20 Flare)
- Snow Lion (1 = Shiva I Mag-RF into 20 Blizzaga)
- Tri-Face (1 = Diablos ST Mag-RF into 10 pain)
- Wedge, Biggs (1 = 1 X-Potion)
- Girl in Back of Library: In the far right screen in the Library (three screens
right from the Balam Directory.) Prefers: upper left corner, unless she can flip a
card. A little harder to beat than guys down from the Balam Directory. Can win:
- Adamantoise (3 = 1 Turtle Shell; weapon upgrade)
- Behemoth (10 = 1x Barrier; Quistis learns Mighty Guard)
- Blitz (1 = Quezacotl T Mag-RF into 20 Thundaga)
- Blobra (4 = Leviathan Supt Mag-RF into 40 Shell)
- Blue Dragon (4 = Leviathan Supt Mag-RF into 5 Aura)
- Cactaur (1 = 1 = 1 Cactus Thorn)
- Chimera (10 = Siren L Mag-RF into 20 Full-Life)
- Elastoid (1 = 1 Steel Pipe; 6 needed to summon Doom Train)
- Elnoyle (10 = 1 Energy Crystal)
- Hexadragon (3 = 1 Red Fang; weapon upgrade)
- Imp (1 = 1 Wizard Stone; various magics)
- Malboro (4 = 1 Malboro Tentacle; Quistis learns Bad Breath / 6x needed to summon Doom Train)
- Ruby Dragon (10 = Ifrit F Mag-RF into 20 Flare)
- Torma (4 = Siren L Mag-RF into 20 Life)
- Tonberry King (1 = 1 Chef's Knife; weapon upgrade)
- Vysage (1 = 1 Wizard Stone; various magics)
- Dr Kadowaki: Always in the Dr's office, two screens left from the Balam Directory.
Prefers: upper left corner, unless she can flip a card. Moderately harder to beat
than guys down from the Balam Directory. Can win:
- Elastoid (1 = 1x Steel Pipe; 6 needed to summon Doom Train)
- Elnoyle (10 = 1x Energy Crystal)
- Gayla (1 = Diablos ST Mag-RF into 10 Meltdown)
- Gesper (1 = Quistis Blue Magic: Degenerator)
- Iron Giant (3 = 1x Star Fragment)
- Malboro (4 = 1x Malboro Tentacle; Quistis learns Bad Breath / 6x needed to summon Doom Train)
- Mesmerize (1 = Siren L Mag-RF into 20 Regen)
- Snow Lion (1 = Shiva I Mag-RF into 20 Blizzaga)
- Torma (4 = Siren L Mag-RF into 20 Life)
- Tonberry (1 = 1 Chef's Knife; weapon upgrade)
- Tri-Face (1 = Diablos ST Mag-RF into 10 pain)
- Turtapod (1 = 1 Turtapod)
- Trepe Groupie #1: Always in back of cafeteria - "The guy in the back." Moderately
hard to beat. You cannot assume he will prefer a specific corner. Can Win:
- Behemoth (10 = 1x Barrier; Quistis learns Mighty Guard)
- Chimera (10 = Siren L Mag-RF into 20 Full-Life)
- Elastoid (1 = 1x Steel Pipe; 6 needed to summon Doom Train)
- Elnoyle (10 = 1x Energy Crystal)
- Iron Giant (3 = 1x Star Fragment)
- Malboro (4 = 1x Malboro Tentacle; Quistis learns Bad Breath / 6x needed to summon Doom Train)
- Mesmerize (1 = Siren L Mag-RF into 20 Regen)
- Quistis (1 = 3x Samantha Souls - but DON'T do that - see the Queen of Cards Quest!)
- Ruby Dragon (10 = Ifrit F Mag-RF into 20 Flare)
- Tonberry King (1 = 1 Chef's Knife; weapon upgrade)
- Wedge, Biggs (1 = 1 X-Potion)
- In Balam City - Guy squatting by the dock. OK, technically this isn't in Balam Garden, but it's a great
next step after you leave garden. If you can get the Diff or All rules to spread by playing cards with the
Queen of Cards in Balam, you'll probably want to play aginst this guy. You can win the following cards from
this guy:
- Adamantoise (3 = 1 Turtle Shell; weapon upgrade)
- Armadodo (1 = Dino Bone)
- Abyss Worm (5 = Quezacotl T Mag-RF into 20 Tornado)
- Behemoth (10 = 1x Barrier; Quistis learns Mighty Guard)
- Blitz (1 = Quezacotl T Mag-RF into 20 Thundaga)
- Blue Dragon (4 = Leviathan Supt Mag-RF into 5 Aura)
- Cactaur (1 = 1 = 1 Cactus Thorn)
- Chimera (10 = Siren L Mag-RF into 20 Full-Life)
- Elastoid (1 = 1x Steel Pipe; 6 needed to summon Doom Train)
- Elnoyle (10 = 1x Energy Crystal)
- Imp (1 = 1 Wizard Stone; various magics)
- Iron Giant (3 = 1x Star Fragment)
- Malboro (4 = 1x Malboro Tentacle; Quistis learns Bad Breath / 6x needed to summon Doom Train)
- Mesmerize (1 = Siren L Mag-RF into 20 Regen)
- Ruby Dragon (10 = Ifrit F Mag-RF into 20 Flare)
- Snow Lion (1 = Shiva I Mag-RF into 20 Blizzaga)
- Tonberry King (1 = 1 Chef's Knife; weapon upgrade)
- Torma (4 = Siren L Mag-RF into 20 Life)
- Tonberry (1 = 1 Chef's Knife; weapon upgrade)
- Tonberry King (1 = 1 Chef's Knife; weapon upgrade)
- Tri-Face (1 = Diablos ST Mag-RF into 10 pain)
- Turtapod (1 = 1 Turtapod)
- Vysage (1 = 1 Wizard Stone; various magics)
- Wedge, Biggs (1 = 1 X-Potion)
Things to keep in mind...
10x Elnoyle -> Energy Crystal -> High Level Magic (Ultima) Later
6x Elastoid -> 6x Steel Pipe -> Call Doomtrain Later
24x Malboro -> 6x Malboro Tentacle -> Call Doomtrain Later
3x Adamantoise -> Turtle Shell (Weapon Component)
4x Blue Dragon -> Fury Fragement -> 2x Aura Stone (Siren's Tool-RF), but Supt Mag-RF is 5 Aura later.
GIM47N -> 10x Fast Ammo
Wedge, Biggs -> X-Potion (Not magic, but powerful) (Siren: Tool-RF)
Creeps -> Coral Fragment -> 20x Thundara
Thrustaevis -> Shear Feather -> 20x Aero
Glacial Eye -> Arctic Wind -> 20x Blizzara
Bomb -> Bomb Fragment -> 20x Fira
Caterchipillar -> Spider Web -> 20x Slow
Gesper -> Steel Orb -> 15x Demi
Grendel -> Dragon Fin -> 20x Double
Elastoid -> Steel Pipe -> 20x Berserk
Ochu -> Ochu Tentacle -> 30x Blind
Cockatrice -> Cockatrice Pinion -> 20x Break
Elastoid -> Steel Pipe -> 1x Auro Stone (Siren: Tool-RF)
3x Iron Giant -> Star Fragment -> 2x Meteor Stone (Siren: Tool-RF)
For more information on other card mods, please see the Card Mods section.
Early Non-Card Mods:
Buy 10x Tent -> 100 Curagas (Siren's L Mag-RF Skill)
Kill Grats -> Sleep Powder -> 20x Sleeps (Diablo's ST Mag-RF Skill)
Kill Grats -> Silence Powder -> 20x Silences (Diablo's ST Mag-RF Skill)
Because I've played the game so many times, I don't feel the need to jump right
into the fighting action and advance the plot. As a result, I've found that before I
even get to the Fire Cave, I like to play the card game and get serious status
junctions for my characters. If you don't want to spend all tha time, you can just
sell stuff off instead. If you go that route, consider selling off any of the extra
"Quistis Can Learn x" items. If you're playing cards, the Wedge, Biggs cards can card
mod into X-Potions, which can be sold off for 2500 Gil EACH!
- Keep the random rule from spreading. Unless you really like a challange, it's a
bad idea to let random spread. Since some countries force you to play with Different
or All, you may not have a choice about what cards you aquire. If you get a Chimera,
for example, you have to aquire 9 more before you can card mod it away. Since the
Chimera card is not usefull in a battle really, it's better to not have it in your
hand unless you are trying to get the Regen Ring it will mod to. Also, when you are
trying to aquire a rare card, it's frustrating to have the computer randomly chosing
when your opponant will play with it.
- Let the Open rule spread. Since Balam (includes Balam Garden) uses the open rule,
I try to return there between each battle in a different land. Since the next time I
battle (in a new area) they will ask me to play with balam's rules, I can spread
"open" this way.
- Look for opponant patterns. Some opponants have a fondness for certain corners.
If you know this in advance, it can help you chose what cards will work well against
them.
- If I don't have dynamite strong cards, I like to play a worthless card in the
middle of the board. It encourages your opponents to play good cards in bad spots.
- Go for the corners if you can. If you can control the corners, it's a lot easier
to protect weak cards. Remember, the Malboro card may only have 2 sides that are
good, but when placed in the lower left corner, only a handful of cards will beat it
(until you start playing the high profile players later)!
- Unless you're playing "Direct," don't be afraid to sacrafice a good card for the
win. Pay attention to your trade rules. I usually place a rare card where it can be
flipped to force my opponant to play his dangerous cards first. Remember, most
characters just can't resist the chance to flip Squall. But if you are playing with
Direct, you'd better be able to win it back later!
- Try to Card Mod anything you don't need, but keep a backup just in case. It is
inevitable that you will have to play a game where Random is used. To minimize its
effect on your hand, keep a smaller hand! You probably won't be able to have a hand
of 5 awesome cards, but a true master of the game could get away with it. If you try
to play with only 5 cards, save your game first. Remember, you must have at least
five cards to play. Also remember that the queen of cards quest requires you to lose
SPECIFIC cards to her, so you may have a hard time doing that if you've card mod'd the
only copy of, for example, Mini Mog.
- When playing with same/plus, spread the cards out and fill in squares. Try to
play next to an existing card to keep from opening yourself up to same/plus attacks.
Keep the number of sides open to attacks to a minimum. If your opponant opens by
playing in a corner, play next to that card if you can. If he plays into a three card
"L" shape, play in the hole to form a square. Getting into this habit will cut down
on the number of times you have to reload because you irretrevablly lost your best
card.
- It's usually easier to get a rare item by Card Mod then by random encounter
winnings. Unless you have the "Rare Item" skill enabled (or you cheat), you will probably need to
resort to card play to get an item. For example, if you need a Malboro Tentacle for a
weapon, you would have to be insane to try for it the normal way (or insanly good, but
that's beside the point). Play the guy in the booth at Balam Garden, however, and you
can get a Malboro Tentacle by winning and Card Moding four Malboro cards.
If I think of more strategy hints later, I'll put them here too.
Balam Garden Card Club
Note: You can't start this on Disc 1!!! Read the whole section for more information.
The Card Club of Balam Garden is a group of players in the Garden that are really
good. Defeating them will not only fufill a side quest, but can also net you some
sweet cards you would otherwise be unable to aquire. I played several games with
each, and will tell you any 'special cards' they chose to use. To complete the card
club side quest you must:
- Win at least 15 games against Balam Garden residents
- Defeat CC Jack
- Defeat CC Joker
- Defeat CC Club
- Defeat CC Diamond
- Defeat CC Spade
- Defeat CC Heart
- Defeat CC King
Win 15 games: I was unable to verify the number 15 for two reasons.
First, you cannot take on the CC at the very beginning of the game. Therefore, since I
get the Quistis and Mini Mog cards right off the bat, (not to mention I use the card
game to get massive magic early on and totally unbalance the game :D ) I had played
way more then 15 games.
CC Jack: Once you have won enough games, feel free to head over and
take this guy on. He's the guy that first tells you about the CC. You can find him
(appears randomly) hanging around the front lobby. He usally walks in from either the
top righ or bottom of screen. If you haven't won enough games, he will ask if he has
told you about the CC yet. He did not appear to play with any 'special cards.'
CC Joker: Card Club Joker will only play you after you have defeated
CC Jack. He is also called 'Man From Garden' in other areas (Like Galbadia Prison and
once you have the 'Call Shop' skill.) He runs the only buy/sell place in Balam
Garden. You can find him (appears randomly) in the Training Center, standing on the
end of the 'dock' on the screen where you can fight T-Rexaur enemies. If you go there
and he's gone, just leave the screen and return. Even after you defeat him, you may
want to continue playing until you win the Leviathan card from him. When you defeat
him, he will add the 'View GF Information' function to your battle meter. Note: He
doesn't appear until after Disc 1.
CC Club: Card Club Club (Now you know why they always refer to this
as the CC group in the english version of this game) appears randomly around the
dormitory. Piece of advice, if you have just come from Joker, save your game in the
dorm first, then come back and try to take on this guy. He does not apppear to play
with any special (rare, high-level) cards.
CC Diamond: The CC Diamond is actually 2 people. They are the 2 girls that hang out in
front of the directory in the lobby of Balam. If you do not see them, wait a few seconds. They sometimes
appear from the bottom right. If this is the case, you will have to wait until they are stopped in front
of the directory before you can talk to them. They did not appear to play with any special cards, per se.
However, they do play with Page 7 cards, so you can win an Ultima Weapon or two, if you're patient.
CC Spade: Remember back on Disc 1 I told you to remember the guy who gave you your
starter pack of cards? Well, he's the Spade of the CC group. He does not appear to play with any special
cards. NOTE: If you begin the CC quest before fighting NORG, you'll automatically take the elevator down
to B1 when you approach it. Then you'll have to fight that battle before returning here.
CC Heart: Head up to the bridge and challange Xu. Please note that
this battle is not possible until you've finished the Fisherman's Horizon section (Xu
will not be on the bridge until then). She uses Carbuncle. At this point, the
battles get REALLY TOUGH. Be sure to have saved your game before attempting this
battle. Another interesting thing to remember here is that she plays easier after the
first battle. So rememeber, you don't have to win Carbuncle on the first battle. Of
if you feel like you have to, substitute a Malboro (or equally powerfull but not
unique card.)
CC King: To get King to show up, you have to first 'Card' (B2, etc)
to the doctor. When you do, she will tell you that she is no longer the King. To
find the king. Go to your dorm and SAVE. Then rest. If the King doesn't challenge
you in the middle of the night, leave the dorm and then return. Repeat Rest and Leave
routine until satisfied. Again, you don't have to win the Special Card (Gilgamesh) right off the bat. You can always do that later. The CC King will
tell you when and where the King allows challenges.
Now that you have defeated all the CC members, if you leave the castle on Disc 4
and return to the Rangnorok, the members of the Card Club will be waiting for you.
Furthermore, they will play with the most advanced, rarest cards in the game. If you
can defeat them and mod their cards, you can basically level up your magic and gear in
very short period of time.
Queen of Cards Quest[s]
OK. I've finally decided to update this to include the instructions for defeating the Queen of Cards in the
Queen of Cards Quest. This quest is actually easy to figure out, but hard to acomplish. You'd better be
REALLY good at the game. Here are the directions as well as a few bits and pieces to help you out. Lose a
GF or better (lvl 8+) card to her in various towns until she gets to dollet. Then you'll have to start
losing specific cards. Just lose a specific card to her, then head to dollet and win the card back from the
little boy at the artists shop. Throughout the time you are playing her, she'll get bored and head to
another area. Consult my "Where is she going...?" table to figure out where to find her after each battle.
If the queen asks for a card you do not have, consult my "Where can I get a...?" table.
Pro-Tip: Change her Destination
Always save before you play against her. That way if she gets bored and goes someplace you don't want to (or can't) follow her, you can reload and play her again.
For example, I like to save before playing her in Dollet, and just keep reloading and playing again until she heads to Balam. In Balam, I do the same, and try to
drive her back to Dollet. It's a lot less annoying than trying to run around in, say, the Galbadian Delling City for hours on end while you get lost or whatever.
YMMV. Also, if you WIN a nice card from her (i.e., one you've lost before) you can also make her get bored and move around.
Dollet Pub Owner:
Once you get to Dollet, you can play against the ownder of the pub to get access to his back room. When you do, you can play against him,
learn a bit about his family, and rifle through his magazines. Most importantly, you can get the Occult Fan II magazine here. There are
three stacks of magazines here. The one closest to where you first appear on screen is the best one. It has three items hidden inside that
you can find. Just keep searching. Once you find them, you can leave the screen and come back, and they will be magically restocked.
Eventually, if you keep doing this, you'll find the Occult Fan II magazine. This one hints at the fact that there is a connection between the
Doomtrain GF and Malboros.
You can start as early as the first time you set foot outside of Balam garden - she's in the town. I
opted to lose my mini-mog card immediately. That's not a very useful card, anyway.
- If you follow my guide and decide to get good at the game early on (i.e., before leaving Balam for
Timber), you can start this side quest pretty early in the game. Since that's my preferred strategy, I
just card-talk to her until she uses Trading Rule All or Diff, and then play with 4 Fastitocalon-F cards
and Mini Mog. That causes her to travel to either Dollet or Deling City in Galbadia. Dollet is best,
because you can get there sooner in the game, and you'll have to talk to her father about good cards
anyway (see below). NOTE: If you have already left Balam for Timber, you can find the queen of cards in
Balam after Galbadia has occupied the town (not during the occupation, though).
- Once you've lost mini-mog, you can hit up Dollet after the TV-Station assault. Head to the pub, and
go upstairs. You should find the Queen of Cards there. Talk to her about her Artist Father, and she'll
tell you that he paints some of the cards. Because you lost Mini Mog, he's created a Kiros Card, which is
in Deling City. She'll also tell you she gave the Mini Mog card to her daughter. (Before playing any card
games in Dollete, see the note below.) Save at the save point in the room here, then challenge the owner
(on the left) to a game of cards. He's good, but you can beat him. Once you do, he'll let you into the
back room, where you can search his magazines and play card games against him. He'll play with the Siren
card from time to time. When you've got that, head downstairs, out the door, and down one screen from the
entrace to the bar. Follow the kid into the house at the lower-right of the screen. This is the kid you
can win your MiniMog card back from.
- NOTE: If you played cards while you were in Timber and/or Galbadia Garden... Any time you return to
Dollet after playing in another region, there's a way to abolish the Random rule in Dollet based on
knowing a bit about the random number generator used by this game and the Playstation (or emulator). Try
this: Go to the Hotel on the fountain screen and save your game. Then hard reset the console (not the
reset you can do by mashing a bunch of buttons on the controller - actually reset the console. When it
comes back on-line, continue from this save point. Now leave the hotel and immediately go back inside and
card-talk to the bell girl (in green). Decline to play. Card talk again, and again decline to play.
Finally card talk a third time, this time say OK, but choose quit from the next screen. You should see
the phrase "Random was abolished from this region" appear. It shouldn't matter if the "you know rules we
don't use here" dialog shows up. Note that there is also a possibility that you may instead spread the
open rule to this location, if it's not already here. If that happens, head back to Timber, Card Talk the
guard at the enterance to town until he offers to play a game without mixing in Other Rules (be careful
NOT to play one using Dollet's rules and Timber's rules, or you'll spread Random to Dollet as well).
Accept his offer, then just quit on the next screen. You probably won't see any messages, but you can
repeat the save/reset/reload steps above back in Dollet to abolish the Random Rule.
- After you have acquired the Sacred card from defeating the Brothers, return to Dollet before going
back to Deling City. Head upstairs in the pub and use the save point (you may need to enable Move-Find to
see it at the top of the stairs.) After saving, card talk to her and play a game with your Sacred card
and a bunch of useless cards. Lose the Sacred card and talk to her again. If she tells you she's going
to Balam, reset and load that save game. You want her to say she's heading to Galbadia. Go back to the
artist studio and win the Sacred card back from her son.
- When you are able to get to Fisherman's Horizon (FH), you'll have the oppotunity to win the Irvine
card from Mayor Dobe's wife. When you have control of the Garden, point it to Galbadia and head to the
Galbadia Hotel. Card Talk to the queen and lose the Irvine card. I couldn't get her to commit to going
anywhere other than Balam at this point, FWIW. Since you basically have to go to Balam after FH, it's not
that big a deal, but be aware she won't appear while the town is under Galbadian control. If you can get
her to go to Dollet, you're home free. If not, just find her in Balam (or whereever else she ends up),
save, lose a card like Carbuncle, and reload unless she says she's going to Dollet.
- When she's in Dollet, talk to her about her artist father and she'll tell you she's looking for a Chicobo card. If she tells you she gave
the Irvine card you lost to her to her son, head to the out of the bar and down one screen to the art studio where win it back. Otherwise,
just keep playing her until she uses it. Remember, if you lose *or win* a rare card, she'll get bored and head somewhere else. Make a note
of where she says she's heading. Especially if you lost another rare card to her in order to get her to head to Dollet (*cough* Carbuncle
*cough*). FWIW, I wouldn't normally try to win my card back at this point, but I actually use the Irvine card while I'm playing because it's
better that the Sacred card. I know some guides tell you to card battle her son at this point, but I couldn't get him to play with any cards
unless she explicitly said she gave said card to her him.
- After compelting the Chicobo Card side quest (see the Side Quests section of this guide), follow her and lose that card. After several
reload/rematch attempts, I got her to head to Dollet after I lost the Chicobo Card. Talking to her about her Artist father she said she gave
the Chicobo Card to her son, and that her father was able to make a Fat Chocobo card which is somewhere in Balam Garden. I got back my
Carbuncle, and also got the Chicobo from her son. (I sent her off to Balam when I won the Carbuncle back from her, but that seems OK to me.)
- Now that we know where it is, head to the screen with the Directory in Balam Garden. Just right from there is a bench next to a trash can
- just left and down from the library walkway. There's a guy that randomly sits on this bench. Leave and return until he's there and win the
Fat Chocobo card from him.
- On Disc 3 when you are visiting the Lunar Base, you can win the Alexander card from Piet (the first guy in the white coat you see. I was
able to abolish the Random rule by exploiting the PRNG (Pseudo-Random Number Generator). If you missed it on the Disc 3 section of the
walkthrough, here is the process:
Hard Reset the game console (don't use L1,R1,Start,Select).
Continue that game and do the following card challanges against the guy on the right:
Challange and say no [1] time.
Challange and say Yes, then Quit without playing [1] time.
Challange and say no [11] times.
Challange and say Yes, then Quit without playing [4] times.
- When you have the Alexander card, lose it to the Queen, the go talk to her in Dollet (lose another card to her if you must in order to
driver her back to Dollet. She'll tell you she gave the Alexander card to her son here in town and that her father made a Doomtrain card
that's somewhere in Timber. Head out of the pub and down one screen and into the art studio to win your Alexander card from her son.
- At this point I have enough great cards that I usually go challange Martine in FH (you can park the Ragnarok there) and win back the Ifrit card that Rinoa's
father gave him. After that, head to Timber and challange the pub owner to win the Doomtrain card (he's the guy in the back right that is *really* into cards.)
Just FYI you may have to challenge him MANY times. If you're on an emulator, consider a quick-save when you're on the Rules screen. That way you can quick reload to
that screen if he's not playing with Doomtrain, then press down twice and quick save again (to reset the PRNG.) FYI: On one play through it took me about 25-30
times before he played with Doomtrain.
- Now that you have Doomtrain, go lose it to the QoC. She was in Dollet for me, so I lost it and
immidiately went and won it back from her son. Her father makes a Phoenix card, which ends up in the
hand of the Presidential Aide in Esthar's Presidential Palace - in the room where you were first taken
and left Rinoa in the (creepy?) hands of Odine.
Congratulations; you have completed the Queen of Cards side quest and obtained the rare GF cards!
Where is she going...? |
Destination |
Reality |
Galbadia |
Galbadia Hotel (It's in Deling City, actually) |
Centra |
Winhill (The hotel, I think) |
Dollet |
Dollet (Yeah, she actually goes there. Hit the pub). |
FH (Fisherman's Horizon) |
Fisherman's Horizon - near the save point were you can see the Mayor's house; one screen left from the inn. |
Trabia |
Shumi Village (Northmost island - go up from Balam Island. Visit the Hotel.) |
Far Away |
Lunar Gate |
Esthar |
The presidential palace in Esthar. |
Where can I get a...? |
Card |
Location |
Mini Mog |
Kid running laps around the 1st floor of Garden |
Kiros |
(Only after losing Mini Mog to the Queen of Cards) - Guy in black across from weapon store in Deling City (Galbadia) |
Sacred |
Fight the Brothers in the Tomb of the Unknown King |
Irvine |
(Only after losing Sacred to the Queen of Cards) - Mayor Dobe's wife in FH |
Chicobo |
Finish the Chicobo Side Quest (See Side Quests section) |
Chubby Chocobo |
(Only after losing Chicobo to QoC) - Guy on Bench opposite library walkway in Balam Garden |
Alexander |
Win from Piet on Lunar Base (see above for how to remove the Random rule from that region.) |
Doomtrain |
(Only after losing Alexandero to QoC) - Talk to QoC in Dollet to learn location. Timber Pub Owner |
Phoenix |
(Only after losing Doomtrain to QoC) - Talk to QoC in Dollet to learn location. Esthar Presidential Palace - Presidential Aide |
Emulation Notes
When I first wrote this walkthrough, it was the same year the game came out. I was very excited about
the game, and there wasn't really much in the way of awesome walkthrough sites. As a result, I built
a section of my website to host this walkthrough. I've since played the game through several times.
For whatever reason (I suspect licensing issues around the songs), it seems that the Playstation store
doesn't have this game in the PS3 or PS4 store. As a result, I have to play it emulated now. Since I
own three copies of the discs, I'm pretty sure that's legit.
So... If you're also playing the game emulated, you may be taking advantage of emulator save
states. I've been researching at what point in the code the system decides if an enemy you've used
the "Card" skill on is a common or rare card. For example, when you're in the fire cave toward the
beginning of the game, you can attack a bomb and get it *almost* dead. You can then create an
emulator save, after which you can use the card action. You'll almost always get a Bomb Card, but on
very rare occasions you'll get a Krysta card.
I've noticed that this isn't exactly as easy as it sounds. Most of the time, just restoring and
trying Card again won't work. From my experimentation, I've found I have to use the circle button to
swich to another character, then try Card again. Some times it appears I have to wait for the enemy
to attack again. This makes a bit of sense. If the game calculates luck at the beginning of each
round (think rolling initiative), it's possible just loading and trying again wouldn't be helpful.
Other times, I can try dozens of times before the enemy attacks again, and eventually it totally
works.
I'll keep experiementing, and if I find anything more out, I'll let you know. In the mean time, if
any of you have insight into this from your own experimentation, please use the contact link on this
site to get ahold of me and let me know!
The Final Few Cards:
By the time you get here, you probably have all but a few cards. You've probably got a blank at the
bottom of page 10 and the middle of page 5. One of the strangest cards to get in the game is:
Pupu:
To obtain this card, you must have the Ragnarok (Disc 3 or 4) and you must observe a UFO in four
different places. Here are the places to wander around. Having Enc None junctioned while wandering
around is advisable. At each of these points, you'll get drawn into a battle with no enemies, and
you'll watch the UFO fly past. Be sure to pay close attention to what it's carrying. XD
- Due east of Timber, along the shore. Wander around the shoreline, south of the tunnel to Balam, and east of junction of three train tracks. Carrying: Moai
statue.
- Southeast of Winhill. Wander around the green and brown area around the town of Winhill. Carrying: Dairy cow.
- At the far east of the Centra continent where Edea's house is you'll find a desert. Wander around there for a bit. (Note: this is *not* Cactaur Island!)
Carrying: Pyramid.
- Hover the Ragnarok above Trabia Garden and head due east. Stop in the grey island with no shoreline. Carrying: Cactaur?
Once you've seen the UFO in all 4 spots, head to the cliffs next to the final Chocobo Forest from the Chicobo Side Quest (It's the tiny forest dome in the large
forested area southeast of Trabia Garden). Park the Ragnarok there and wander around the bluffs. When you find the UFO, smash it up (don't use Elixirs on this
joker yet!) You should get an Aegis Armlet (GF learns Eva-J ability) from this battle. For the *next* battle, you'll want to have some elixirs.
Warning - YOU NEED ELIXIRS NOW! If you've been playing the game for a while, you probably have
a lot of Elixirs saved up. If you don't have 5, however, you don't have enough. Get 5 Elixirs (if
you have Tonberry, use his Call Shop ability and shop from the last entry - "Esthar Shop!!!" They'll
sell them to you - for a price.
Did you notice how the spaceship went flying off into the distance after the battle? Let's go find the remains. Major Hint: It crashed into the hole where
Balam Garden used to be. Go fly over there. Park the Ragnarok on Balam island and take the road to the crater. Wander around the entire crater if you need. When
Pupu shows up, use the Item ability to feed him the 5 elixirs. Yes it actually requires 5 elixirs. No, junctioning Med Data won't let you use 3. Yes, I tried.
It *does* restore 20 points a pop, but it doesn't use fewer elixirs. I even tried giving him 5 doubled elixirs. Meh.
When the battle is over, you should receive a Pupu card. Whee.
Card Mods
The following is a list of what each card Mods into, and how many of them are required. It is not yet finished.
Page 1 |
Num |
Card |
Becomes |
Good For... |
1 | Geezard | 5 Screws | Weapons Upgrades |
1 | Fungar | 1 M-stone piece | Low Level Magics |
1 | Bug-Bite | 1 M-stone piece | Low Level Magics |
1 | Red Bat | 1 Vampire Fang | Makes Vampire Attack |
4 | Blobra | 1 Rune Armlet | GF learns SPR+20% ability; Supt Mag-RF into 40 shells; refines into 10 shell stones |
1 | Gayla | 1 Mystery Fluid | Quistis Blue Magic: Acid; also ST Mag-RF into 10 Meltdowns |
1 | Gespar | 1 Black Hole | Quistis Blue Magic: Degenerator |
4 | Fastitocalon-F | 1 Water Crystal | Quistis Blue Magic: Aqua Breath; also refines to 20 waters. |
1 | Blood-Soul | 1 Zombie Powder | 1 L Mag-RF into 20 Zombies |
1 | Caterchipillar | 1 Spider Web | Quistis Blue Magic: Ultra Waves |
1 | Cockatrice | 1 Cockatrice Pinion | Feather with petrifying power |
Page 2 |
Num |
Card |
Becomes |
Good For... |
1 | Grat | 1 Magic Stone | Refines to mid level magics |
1 | Buel | 1 Magic Stone | Refines to mid level magics |
1 | Mesmerize | 1 Mesmerize Blade | Weapons Upgrades; also 1 L Mag-RF into 20 Regens |
1 | Glacial Eye | 1 Arctic Wind | Compatability: Shiva; also refine into 20 blizzaras |
1 | Belheml | 1 Saw Blade | Weapons Upgrades; also 1 L Mag-RF into 10 deaths |
1 | Thrustaevis | 1 Shear Feather | Compatibility: ???? |
1 | Anacandaur | 1 Venom Fang | Compatibility: ???? |
1 | Creeps | 1 Coral Fragment | Quistis Blue Magic: Electrocute; T Refine 20 Thundaras |
1 | Grendal | 1 Dragon Fin | Compatibilty: ???? |
1 | Jelleye | 1 Magic Stone | Refines to mid level magics |
1 | Grand Mantis | 1 Sharp Spike | Weapons Upgrades |
Page 3 |
Num |
Card |
Becomes |
Good for... |
1 | Forbidden | 1 Betrayal Sword | Weapons Upgrades; ST Mag-RF into 20 Confuses |
1 | Aramadodo | 1 Dino Bone | Weapons Upgrades; Compatibility: ???? |
1 | Tri-Face | 1 Curse Spike | Quistis Blue Magic: Lv?Death; also ST Mag-RF into 10 pain |
1 | Fastitocalon | 1 Water Crystal | Quistis Blue Magic: Aqua Breath; also refines to 50 waters |
1 | Snow Lion | 1 North Wind | Compatibility: Shiva; also Refines into 20 Blizzagas |
1 | Ochu | 1 Ochu Tentacle | Weapons Upgrades |
1 | SAM08G | 1 Running Fire | Quistis Blue Magic: Gatling Gun |
1 | Death Claw | 1 Sharp Spike | Weapons Upgrades |
1 | Cactuar | 1 Cauctus Thorn | Compatibility: Cactaur |
1 | Tonberry | 1 Chef's Knife | Compatibility: Tonberry; also weapons upgrades |
1 | Abyss Worm | 1 Windmill | Refine 20 Tornados; also Compatibility: ???? |
Page 4 |
Num |
Card |
Becomes |
Good for... |
Where to find |
5 | Turtapod | 1 Healing Mail | GF HP+10% ability | |
1 | Vsyage | 1 Wizard Stone | Refines into High Level Magics | |
2 | T-Rexaur | 1 Dino-Bone | Weapons Upgrades; Compatibility: ???? | |
1 | Bomb | 1 Bomb Fragment | Compatibility: Ifrit | |
1 | Blitz | 1 Dynamo Stone | Compatibility: Quezacotl; T Mag-RF into 20 Thundagas | |
1 | Wendigo | 1 Steel Orb | Compatibility: ???? | |
5 | Torama | 1 Life Ring | 1 L Mag-RF into 20 Lifes | |
1 | Imp | 1 Wizard Stone | Refines into High Level Magics | |
4 | Blue Dragon | 1 Fury Fragment | Supt Mag-RF into 5 auras; also GLrefines into 2 aura stones | |
3 | Adamentosie | 1 Turtle Shell | Vit+20% Ability | |
3 | Hexadragon | 1 Red Fang | Compatability: Ifrit; also weapons upgrades | |
Page 5 |
Num |
Card |
Becomes |
Good for... |
3 | Iron Giant | 1 Star Fragment | GF Learns SumMag+20% Ability |
10 | Behemoth | 1 Barrier | Quistis Blue Magic: Mighty Guard |
10 | Chimera | 1 Regen Ring | GF LearnsHP+20% Ability; refines into 5 tents; refines into 2 ultima stones; L mag-RF into 20 Full Lifes | * 1 | PuPu | 1 Hungry Cookpot | GF Learns Devour Ability
td> |
1 | Elastoid | 1 Steel Pipe | GF Learns SumMag+10%; also Summon Doom Train; also refines into 1 aura stone |
1 | GIM47N | 10 Fast Ammo | Ammo For Irvine |
4 | Malboro | 1 Malboro Tentacle | Weapons Upgrades; also Quistis Blue Magic: Bad Breath; also Summon Doom Train |
10 | Ruby Dragon | 1 Inferno Fang | Quistis Blue Magic: Fire Breath |
10 | Elnoyle | 1 Energy Crystal | GF SumMag+30% |
1 | Tonberry King | 1 Chef's Knife | Weapons Upgrades; also Compatibility Tonberry; also refines into death |
1 | Wedge, Biggs | 1 X-Potion | Fully Restores HP |
Page 6 |
Num |
Card |
Becomes |
Good for... |
1 | Fujin, Ragin | 1 X-Potion | Fully Restores HP |
1 | Elvoret | 10 Death Stones | Refines into Death |
2 | X-ATM092 | 1 Turtle Shell | Weapons Upgrades; GF Learnins Vit+20% |
1 | Granaldo | 1 G-Returner | Revivie KO'd GF |
10 | Grerogero | 1 Circlet | Tool-RF into 2 Aura Stones |
1 | Iguion | 1 Cockatrice Pinion | ST Mag-RF into 20 Breaks |
1 | Abadon | 30 Dark Ammo | Inflict status with attack |
1 | Trauma | 30 Demolition Ammo | Powerful LB for Irvine |
1 | Oilboyle | 30 Fire Ammo | Great against fire-weak enemies! |
5 | Shumi Tribe | 1 Gambler Spirit | Tool-RF into 10 wizard stones |
1 | Krysta | 10 Holy Stones | Elem-Atk J against undead enemies! |
Page 7 |
Num |
Card |
Becomes |
Good for... |
1 | Propigator | 1 G-Mega-Potion | I don't really use them |
1 | Jumbo Cactuar | 1 Cactus Thorn | Ammo-RF for Demolition Ammo |
40 | Tri-Point | 1 Jet Engine | 50 = Spd Up |
10 | Gargantua | 1 Strength Love | Refines into Aura via Supt Mag-RF |
1 | Tiamat | 10 Flare Stones | F Mag-RF into 1 flare (each) |
1 | Mobile Type 8 | 10 Shell Stones | Refines into Shell via Supt Mag-RF |
1 | Sphinxara | 1 G-Mega-Potion | I don't really use them |
1 | BGH251F2 | 10 Protect Stones | Refines into Protect via Supt Mag-RF |
1 | Red Giant | 5 Meteor Stones | |
1 | Catoblepas | 1 Rename Card | Change GF Name |
1 | Ultima Weapon | 1 Ultima Stone | |
Page 8 |
Num |
Card |
Becomes |
Good for... |
Where to find |
* 1 | Fat Chocobo | 100 LuvLuvG | | |
1 | Angelo | 100 Elixir | | |
1 | Gilgamesh | 10 Holy War | | |
1 | MiniMog | 100 Pet Houses | | |
* 1 | Chicobo | 100 Gyshahl Greens | | |
1 | Quezacotl | 100 Dynamo Stone | Refines into 20 Thundagas | Mayor Dobe in FH |
1 | Shiva | 100 North Winds | Compatibility: Shiva; also Refines into 20 Blizzagas | |
1 | Ifrit | 3 Elem Attacks | | Defeat Ifrit; win from Martine after losing it to Caraway |
1 | Siren | 3 Elem Attacks | | Dollet Pub Owner |
1 | Sacred | 100 Dino Bones | | Defeat him in Tomb of Unknown King |
1 | Minatuar | 10 Adamintines | | Defeat him in Tomb of Unknown King |
Page 9 |
Num |
Card |
Becomes |
Good for... |
Where to find |
1 | Carbuncle | 3 Glow Curtains | Supt Mag-RF into 100 Reflects (each) | Win from CC Heart in CC Side Quest |
1 | Diablos | 100 Black Holes | | Defeat Diablos |
1 | Leviathan | 3 Doc's Code | | Win from CC Joker |
1 | Oden | 100 Dead Spirits | | Defeat Odin |
1 | Pandemona | 100 Windmill | | Balam Hotel Owner (See Disc 2) |
1 | Cerberus | 100 Lightweights | Time Mag-RF into 20 Hastes (each) | Defeat Cerberus |
1 | Alexander | 3 Moon Curtains | Supt Mag-RF into 100 shells (each) | Win from Piet on Lunar Base |
* 1 | Phoenix | 3 Phoenix Spirit | | See Queen of Cards side quest |
1 | Bahamut | 100 Megalixirs | | Defeat Bahamut |
* 1 | Doomtrain | 3 Status Guard | | See Queen of Cards side quest |
1 | Eden | 3 Monk's Codes | | Defeat Ultima Weapon (good luck!) |
Page 10 |
Num |
Card |
Becomes |
Good for... |
Where to find |
* 1 | Ward | Gaea's Ring | | Win from Odine in Esthar |
* 1 | Kiros | 3 Accelerator | | See Queen of Cards sie quest |
* 1 | Laguna | 100 Hero | | Win from Ellone on Lunar Base |
1 | Selphi | 3 Elem Guards | | Win from Selphie's Friend in Trabia |
1 | Quistis | 3 Samantha Souls | | Win from "guy in the back" in Balam's Cafeteria |
* 1 | Irvine | 3 Rocket Engine | Time Mag-RF into 50 Triples (each) | See Queen of Cards side quest |
* 1 | Zell | 3 Hyper Wrist | | Win from Zell's mother in City of Balam |
1 | Riona | 3 Magic Armlets | | Win from her father in Deling city; lose Ifrit card first |
1 | Edea | ? | | Win from Edea at Lighthouse |
1 | Seifer | 3 Diamond Armors | | Win from Cid (prefereably before leaving for Timber) |
* 1 | Squall | 3 Three Stars | Time Mag-RF into 100 Triples (each) | Win from Laguna in Esthar |
* Indicates that I have received this info from contributors, but have not verified it myself. The *
will go away as I verify these.
The following items are not part of any Card mod, but it's nice to know what you can get out of them...
MISCELANEOUS |
Num |
Item |
Refine With/Becomes |
Good for... |
1 | Aegis Amulet | Time Mag-RF / 100 Hastes | Good Magic for speed junction! |
1 | Bomb Spirit | F Mag-RF / 100 Firagas | Best Fire Magic |
1 | Phoenix Pinion | F Mag-RF / 100 Firagas | Best Fire Magic |
1 | Healing Water | L Mag-RF / 20 Curas | Better Cure magic |
1 | Healing Ring | L Mag-RF / 100 Curagas | Best Cure magic |
1 | Dragon Fang | Supt Mag-RF / 20 Esuanas | Cure status ailments |
1 | Steel Curtain | Supt Mag-RF / 100 Protects | Protect from physical attacks |
1 | Med Kit | Supt Mag-RF / 100 Esuanas | Cure status ailments |
| | | |
| | | |
Weapon List
Weapon Upgrades:
Throughout the world you will sometimes find a Junk Shop, where you can upgrade your
characters' weapons. When you first leave Balam (to go to the Fire Cave) you can just
follow the road to the town of Balam and find Balam Junk Shop. The easist way to get
the items needed to upgrade your weapons is to Card Mod various cards won in the
Triple Triad card game. See the Card Game
section for details on how to win each item.
New Recipes:
You can learn new recipes for use at the Junk Shop by reading the various Weapon's
Monthly magazines you find around the world. But you can get ahead via a quicker
method. If you have all the items needed for a particular weapon upgrade, the upgrade
will be available to you at the junk shop. Want Squall's Punishment weapon before you
even visit the Fire Cave? Just win the following in the Card Game and Card Mod them:
1x Tonberry, 6x Iron Giant, 3x Adamantoise, 2x Geezard.
Squall |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Revolver |
100 Gil |
|
Rough Divide |
WM March |
11 |
255 |
Shear Trigger |
200 Gil |
|
Fated Circle |
WM Apr |
14 |
255 |
Cutting Trigger |
400 Gil |
- 1x Mesmerize Blade
- 8x Screw
|
Fated Circle |
WM May |
18 |
255 |
Flame Saber |
600 Gil |
- 1x Betrayal Sword
- 1x Turtle Shell
- 4x Screws
|
Blasting Zone |
WM June |
20 |
255 |
Twin Lance |
800 Gil |
- 1x Dino Bone
- 2x Red Fang
- 12x Screw
|
Blasting Zone |
WM July |
22 |
255 |
Punishment |
1000 Gil |
- 1x Chef's Knife
- 2 Star Fragment
- 1x Turtle Shell
- 8 Screw
|
Blasting Zone |
WM Aug |
22 |
255 |
Lion Heart |
2000 Gil |
- 1x Adamantine
- 4x Dragon Fang
- 12x Pulse Ammo
|
Lion Heart |
WM 1st |
30 |
255 |
Quistis |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Chain Whip |
100 Gil |
- 2x M-Stone Piece
- 1x Spider Web
|
N/A |
WM March |
12 |
103 |
Slaying Tail |
200 Gil |
- 2x Magic Stone
- 1x Sharp Spike
|
N/A |
WM May |
15 |
104 |
Red Scorpion |
400 Gil |
- 2x Ochu Tentacle
- 2x Dragon Skin
|
N/A |
WM June |
20 |
105 |
Save the Queen |
800 Gil |
- 2x Malboro Tentacle
- 4x Sharp Spike
- 4x Energy Crystal
|
N/A |
WM Aug |
15 |
107 |
Selphie |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Flail |
100 Gil |
- 2x M-Stone Piece
- 1x Bomb Fragment
|
N/A |
WM March |
12 |
98 |
Morning Star |
200 Gil |
- 2x Steel Orb
- 3x Sharp Spike
|
N/A |
WM June |
15 |
99 |
Crescent Wish |
400 Gil |
- 1x Inferno Fang
- 1x Life Ring
- 4x Sharp Spike
|
N/A |
WM July |
20 |
100 |
Strange Vision |
800 Gil |
- 1x Adamantine
- 3x Star Fragment
- 2x Curse Spike
|
N/A |
WM 1st |
25 |
255 |
Zell |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Metal Knuickle |
100 Gil |
- 1x Fish Fin
- 4x M-Stone Piece
|
N/A |
WM March |
12 |
98 |
Maverick |
200 Gil |
- 1x Dragon Fin
- 1x Spider Web
|
N/A |
WM April |
15 |
99 |
Gauntlet |
400 Gil |
- 1x Dragon Skin
- 1x Fury Fragment
|
N/A |
WM June |
20 |
101 |
Ehrgeiz |
800 Gil |
- 1x Adamantine
- 4x Dragon Skin
- 1x Fury Fragment
|
N/A |
WM Aug |
25 |
103 |
Rinoa |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Pinwheel |
100 Gil |
|
N/A |
WM April |
11 |
99 |
Valkyrie |
200 Gil |
- 1x Shear Feather
- 1x Magic Stone
|
N/A |
WM May |
14 |
101 |
Rising Sun |
400 Gil |
|
N/A |
WM June |
18 |
103 |
Cardinal |
800 Gil |
- 1x Cackatrice Pinion
- 1x Mesmerize Blade
- 1x Sharp Spike
|
N/A |
WM August |
24 |
104 |
Shooting Star |
1000 Gil |
- 2x Windmill
- 1x Regen Ring
- 1x Force Armlet
- 2x Energy Crystal
|
N/A |
WM 1st |
28 |
107 |
Irvine |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Valiant |
100 Gil |
|
N/A |
WM April |
12 |
105 |
Ulysses |
200 Gil |
- 1x Steel Pipe
- 1x Bomb Fragment
- 2x Screw
|
N/A |
WM May |
15 |
108 |
Bismark |
400 Gil |
- 1x Steel Pipe
- 4x Dynamo Stone
- 8x Screw
|
N/A |
WM July |
20 |
110 |
Exeter |
800 Gil |
- 2x Dino Bone
- 1x Moon Stone
- 2x Star Fragment
- 18x Screw
|
N/A |
WM 1st |
25 |
115 |
Seifer |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Gunblade |
N/A |
N/A |
Fire Cross |
N/A |
? |
? |
Laguna |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Machine Gun |
N/A |
N/A |
Desperado |
N/A |
? |
? |
Kiros |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Katal |
N/A |
N/A |
Blood Pain |
N/A |
? |
? |
Ward |
Weapon |
Cost to upgrade |
Items Required |
Limit Breaks |
Magazene Required |
Attack |
Hit % |
Harpoon |
N/A |
N/A |
Massive Anchor |
N/A |
? |
? |
All MagazinesThis section contains a list of Magazines, who they are for, what they do and where they come from.
Weapons Monthly |
Name |
Disc |
Location |
Buy |
Learn |
Character |
WM March |
1 |
Beat Elvoret Dollet Tower |
Esthar Book Store |
Learn: Revolver, Metal Knuckle, Flail, Chain Whip |
Squall |
WM April |
1 |
Squall's Room |
Esthar Book Store |
Shear Trigger, Maverick, Pinwheel, Valiant |
Squall |
WM May |
1 |
Deling City Sewers |
Esthar Book Store |
Cutting Trigger, Valkyrie, Ulysses, Slaying Tail |
Squall |
WM June |
2 |
Defeat BGH251F2 at Missle base |
Esthar Book Store |
Flame Saber, Gauntlet, Morning Star, Red Scorpion |
Squall |
WM July |
2 |
Garden TC after Garden Battle |
Esthar Book Store |
Twin Lance, Rising Sun, Bismark, Crescent Wish |
Squall |
WM August |
2 |
Trabia Garden, South of Fountain |
Esthar Book Store |
Punishment, Ehrgeiz, Cardinal, Save the Queen |
Squall |
WM 1st |
3 |
Lunatic Pandora (as Laguna) |
Esthar Book Store (Need: Familiar Ability) |
Lion Heart, Shooting Star, Exeter, Strange Vision |
Squall |
Pet Pals |
Name |
Disc |
Location |
Buy |
Learn |
Character |
PP Vol 1 |
1 |
Train to Timber |
Esthar Book Store |
Angelo Strike |
Rinoa |
PP Vol 2 |
1 |
Rinoa's Bed in Forest Owl Train |
Esthar Book Store |
Angelo Recover |
Rinoa |
PP Vol 3 |
1 |
After meeting Rinoa... |
Timber Pet Shop |
Invincible Moon |
Rinoa |
PP Vol 4 |
1 |
After meeting Rinoa... |
Timber Pet Shop |
Angelo Reverse |
Rinoa |
PP Vol 5 |
3 |
N/A |
Esthar Book Store |
Angelo Search |
Rinoa |
PP Vol 6 |
3 |
N/A |
Esthar Book Store |
Wishing Star |
Rinoa |
Combat King |
Name |
Disc |
Location |
Buy |
Learn |
Character |
CK 001 |
2 |
Level 1: Prison |
Esthar Book Store |
Dolphin Blow |
Zell |
CK 002 |
2 |
Beat Fujin at Balam Hotel |
Esthar Book Store |
Meteor Strike |
Zell |
CK 003 |
3 |
Balam Hotel. Chick who likes Zell. |
Esthar Book Store |
Meteor Barret |
Zell |
CK 004 |
3 |
Zell beat Esthar Soldier in Esthar |
Esthar Book Store (Need: Familiar Ability) |
Different Beat |
Zell |
CK 005 |
3 |
Lunatic Pandora |
Esthar Book Store (Need: Familiar Ability) |
My Final Heaven |
Zell |
Occult Fan |
Name |
Disc |
Location |
Buy |
Learn |
Character |
OF I |
1 |
Balam Garden Library Book Case |
Esthar Book Store (Need: Familiar Ability) |
Misc |
Squall |
OF II |
2 |
Dollet Pub (See * below) |
Esthar Book Store (Need: Familiar Ability) |
Misc |
Squall |
OF III |
2 |
Apologize to Master Fisherman |
N/A |
Misc |
Squall |
OF IV |
3 |
Esthar: talk to pres aid by airstation, then pres secretary in palace |
N/A |
Misc |
Squall |
* After FM Horizon, Beat Dollet Pub Manager at cards and search his 'zines (all stacks, many times. You may have to leave and come back.) You can keep examing the middle stack for more stuff. You'll
have to put up with a lot of "nothing of interest" messages in between, though. After you've found 3 real items, leave the screen then come back. Apparently you can do this over and over. |
Misc |
Name |
Disc |
Location |
Buy |
Learn |
Character |
Girl Next Door |
1 |
Find in stack of 'zines in TM headquarters. |
N/A |
On D3, Give to Zone, Get Shiva Card |
Zone |
Timber Maniacs |
Disc |
Location |
Buy |
Learn |
1 |
Dollet Pub (Upstairs) |
n/a |
Laguna Gambles?!? |
1 |
Dollet Inn (Upstairs) |
n/a |
Laguna goes to Dollet to try and get into Esthar |
1 |
Timber Maniacs Headquarters |
n/a |
Esthar's Secret |
1 |
Timber Inn (Upstairs) |
n/a |
Laguna Visits a Hotel full of Galbadian soldiers in Timber. |
1 |
Deling City Inn (Upstairs) |
n/a |
Laguna finds his way to Esthar |
2 |
Fisherman's Horizon Inn (tower) |
n/a |
Laguna gets lost on the Esthar Continent |
2 |
Fisherman's Horizon Inn (Upstairs) |
n/a |
Laguna Visits the Town of Balam |
2 |
Trabia Garden Graveyard |
n/a |
Laguna visits the Shumi Tribe |
2 |
Balam Inn (Upstairs) |
n/a |
Selphie in the Cetra Ruins. |
2 |
Shumi Village (Artisan's House) |
n/a |
Laguna Stars in a Movie! |
2 |
Edea's House (Ruined bedroom where Cid appears)) |
n/a |
"A pub somewhere, plus the owner" |
3 |
White SeeD ship |
n/a |
Laguna gets to Fisherman's Horizon |
|
|
|
|
GF Abilities
GF Abilities: This list contains all GF you can get in the game, along with their abilities. Under the "Initial" column, you'll find three options, Known, Unlearned or Contingent. Known indicates the skill comes with the GF. No
assembly required, :) Unlearned indicates that the skill is availible from the start, but you must allocate AP to activate it. "Contingent" indicates that the skill is not available until you learn another skill first.
Consult the "Allows" columns above to find out which skill is required.
The following GF do not use the same level/stat system:
Gilgamesh
Odin
MiniMog
Chocobo
Quezacotl |
Skill Name |
Initial |
AP |
Allows |
Description |
HP-J |
Unlearned |
50 |
n/a |
Junction Magic to HP |
Vit-J |
Unlearned |
50 |
Elem-Def-J |
Junction Magic to Vit |
Mag-J |
Known |
n/a |
n/a |
Junction Magic to Mag |
Elem-Atk-J |
Contingent |
160 |
n/a |
Junction Magic to Elem-Akt |
Elem-Def-J |
Contingent |
100 |
Elem-Defx2-J |
Junction Magic to Elem-Def |
Elem-Defx2-J |
Contingent |
100 |
n/a |
Junction Magic to Elem-Def |
Magic |
Known |
n/a |
n/a |
Allows "Magic" command |
GF |
Known |
n/a |
n/a |
Allows "GF" command |
Draw |
Known |
n/a |
n/a |
Allows "Draw" command |
Item |
Known |
n/a |
n/a |
Allows "Item" command |
Card |
Unlearned |
50 |
Card-Mod |
Allows "Card" command |
Mag+20% |
Unlearned |
60 |
Mag+40% |
Increase Mag by 20% |
Mag+40% |
Contingent |
120 |
n/a |
Increase Mag by 40% |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase Summon Damage by 10% |
SumMag+20% |
Unlearned |
70 |
SumMag+30% |
Increase Summon Damage by 20% |
SumMag+30% |
Unlearned |
140 |
n/a |
Increase Summon Damage by 30% |
GFHP+10% |
Unknown |
40 |
GFHP+20% |
Increase Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Increase Max GFHP by 20% |
GFHP+30% |
Unknown |
140 |
n/a |
Increase Max GFHP by 30% |
Boost |
Unlearned |
10 |
n/a |
Makes GF more powerful |
T Mag-RF |
Unlearned |
40 |
Mid Mag-RF |
Allows "T Mag-RF" ability |
Mid Mag-RF |
Contingent |
60 |
n/a |
Allows "Mid Mag-RF" ability |
Card Mod |
Contingent |
200 |
n/a |
Allowd "Card Mod" ability |
Shiva |
Skill Name |
Initial |
AP |
Allows |
Description |
Str-J |
Unlearned |
50 |
Elem-Atak-J |
Junction Magic to Str |
Vit-J |
Unlearned |
50 |
n/a |
Junction Magic to Vit |
Spr-J |
Known |
n/a |
n/a |
Junction Magic to Spr |
Elem-Atk-J |
Contingent |
160 |
Doom, Elem-Def-J |
Junction Magic to Elem-Atk |
Elem-Def-J |
Contingent |
100 |
n/a |
Junction Magic to Elem-Def |
Magic |
Known |
n/a |
n/a |
Allows "Magic" command |
GF |
Known |
n/a |
n/a |
Allows "GF" command |
Draw |
Known |
n/a |
n/a |
Allows "Draw" command |
Item |
Known |
n/a |
n/a |
Allows "Item" command |
Doom |
Contingent |
60 |
n/a |
Allows "Doom" command |
Vit+20% |
Unlearned |
60 |
Vit+40% |
Increase Vit by 20% |
Vit+40% |
Contingent |
60 |
n/a |
Increase Vit by 40% |
Spr+20% |
Unlearned |
60 |
Spr+40% |
Increase Spr by 20% |
Spr+40% |
Contingent |
60 |
n/a |
Increase Spr by 40% |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase Summon Damage by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Increase Summon Damage by 20% |
SumMag+30% |
Unlearned |
140 |
n/a |
Increase Summon Damage by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Increase Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Increase Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Increase Max GFHP by 30% |
Boost |
Unlearned |
10 |
n/a |
Makes GF more powerful |
I Mag-RF |
Unlearned |
40 |
n/a |
Allows "I Mag-RF" ability |
Ifrit |
Skill Name |
Initial |
AP |
Allows |
Description |
HP-J |
Unlearned |
50 |
n/a |
Junction Magic to HP |
Str-J |
Known |
n/a |
n/a |
Junction Magic to Str |
Elem-Atk-J |
Known |
160 |
n/a |
Junction Magic to Elem-Atk |
Elem-Def-J |
Unlearned |
100 |
Elem-Defx2, Mad-Rush, Ammo-RF |
Junction Magic to Elem-Def |
Elem-Defx2 |
Contingent |
130 |
n/a |
Junction 2 Magics to Elem-Def |
Magic |
Known |
n/a |
n/a |
Allows "Magic" command |
GF |
Known |
n/a |
n/a |
Allows "GF" command |
Draw |
Known |
n/a |
n/a |
Allows "Draw" command |
Item |
Known |
n/a |
n/a |
Allows "Item" command |
Mad Rush |
Contingent |
60 |
n/a |
Allows "Mad Rush" command |
Str+20% |
Unlearned |
60 |
Str+40% |
Increase Str by 20% |
Str+40% |
Unlearned |
120 |
STR-BONUS |
Increase Str by 20% |
STR-BONUS |
Contingent |
100 |
n/a |
Increase Str by 1 with every level-up |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase Summon Damage by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Increase Summon Damage by 20% |
SumMag+30% |
Contingent |
140 |
n/a |
Increase Summon Damage by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Increase Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Increase Max GFHP by 10% |
GFHP+30% |
Contingent |
140 |
n/a |
Increase Max GFHP by 30% |
Boost |
Unlearned |
10 |
n/a |
Makes GF more powerful |
F Mag-RF |
Unlearned |
40 |
n/a |
Allows "F Mag-RF" ability |
Ammo-RF |
@ GF Lvl 10 |
40 |
n/a |
Allows "Ammo-RF" ability |
Siren |
Skill Name |
Initial |
AP |
Allows |
Description |
Mag-J |
Learned |
50 |
n/a |
Junction Magic to Magic |
St-Atk-J |
Known |
n/a |
n/a |
Allows Junction Magic to St-Def |
St-Def-J |
Known |
n/a |
St-Def-Jx2 |
Allows Junction Magic to St-Def |
St-Defx2-J |
Unlearned |
100 |
Treatment |
Allows 2x Junction Magic to St-Def |
Treatment |
Contingent |
200 |
n/a |
Allows Treatment command |
Magic |
Known |
n/a |
n/a |
Allows "Magic" command |
GF |
Known |
n/a |
n/a |
Allows "GF" command |
Draw |
Known |
n/a |
n/a |
Allows "Draw" command |
Item |
Known |
n/a |
n/a |
Allows "Item" command |
Mag+20% |
Unlearned |
60 |
Mag+40% |
Increase Mag by 20% |
Mag+40% |
Unlearned |
120 |
MAG-BONUS |
Increase Mag by 20% |
MAG-BONUS |
Contingent |
100 |
n/a |
Magic +1 at every level-up |
Move-Find |
Contingent |
n/a |
n/a |
Allows "Move-Find" ability |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase Summon Damage by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Increase Summon Damage by 20% |
SumMag+30% |
Contingent |
140 |
n/a |
Increase Summon Damage by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Increase Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Increase Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Increase Max GFHP by 30% |
Boost |
Unlearned |
10 |
n/a |
Makes GF more powerful |
L Mag-RF |
Unlearned |
40 |
n/a |
Allows "L Mag-RF" ability |
ST Med-RF |
Unlearned |
40 |
n/a |
Allows "ST Med-RF" ability |
Tool-RF |
Unlearned |
40 |
n/a |
Allows "Tool-RF" ability |
Brothers |
Skill Name |
Initial |
AP |
Allows |
Description |
HP-J |
Known |
n/a |
n/a |
Junction Magic to HP |
Str-J |
Unlearned |
50 |
n/a |
Junction Magic to Str |
Spr-J |
Unlearned |
50 |
Elem-Def-J |
Junction Magic to Spr |
Magic |
Known |
n/a |
n/a |
Allows Magic Command |
Elem-Atk-J |
Contingent |
160 |
n/a |
Junction Magic to Elem-Atk |
Elem-Def-J |
Contingent |
100 |
Elem-Atk-J |
Junction Magic to Elem-Def |
GF |
Known |
n/a |
n/a |
Allows GF Command |
Draw |
Known |
n/a |
n/a |
Allows Draw Command |
Item |
Known |
n/a |
n/a |
Allows Item Command |
Defend |
Unlearned |
100 |
n/a |
Use Defend Command |
HP+20% |
Known |
n/a |
n/a |
Raises HP by 20% |
HP+40% |
Unlearned |
120 |
HP+80% |
Raises HP by 80% |
HP+80% |
Contingent |
240 |
HP Bonus |
Raises HP by 40% |
HP Bonus |
Contingent |
100 |
n/a |
+30 HP at level up |
Cover |
Unlearned |
100 |
n/a |
Receives attack in place of party member |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase Summon Damage by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Increase Summon Damage by 20% |
SumMag+30% |
Contingent |
140 |
n/a |
Increase Summon Damage by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Increase Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Increase Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Increase Max GFHP by 30% |
Boost |
Unlearned |
10 |
n/a |
Can use Boost in battle |
Diablos |
Skill Name |
Initial |
AP |
Allows |
Description |
HP-J |
Unlearned |
50 |
HP+20% |
Junction Magic to HP |
Mag-J |
Known |
n/a |
n/a |
Junction Magic to Magic |
Hit-J |
Unlearned |
120 |
n/a |
Junction Magic to Hit |
Abilityx3 |
Known |
n/a |
n/a |
Allows three ability slots |
Magic |
Known |
n/a |
n/a |
Allows "Magic" command |
GF |
Known |
n/a |
n/a |
Allows "GF" command |
Draw |
Known |
n/a |
n/a |
Allows "Draw" command |
Item |
Known |
n/a |
n/a |
Allows "Item" command |
Darkside |
Unlearned |
100 |
n/a |
Allows "Darkside" command |
HP+20% |
contingent |
60 |
HP+40% |
Increase HP by 20% |
HP+40% |
contingent |
120 |
HP+80% |
Increase HP by 40% |
HP+80% |
contingent |
240 |
n/a |
Increase HP by 80% |
Mag+20% |
Unlearned |
60 |
Magic+40% |
Increase Magic by 20% |
Mag+40% |
Unlearned |
120 |
n/a |
Increase Magic by 40% |
Mug |
Unlearned |
200 |
n/a |
Allows "Mug" command |
Enc-Half |
Unlearned |
30 |
Enc-None |
Reduces encounter rate by 1/2 |
Enc-None |
Contingent |
200 |
n/a |
No Encounters |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Increase Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Increase Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Increase Max GFHP by 30% |
Time Mag-RF |
Unlearned |
30 |
n/a |
Allows Time Mag-RF ability |
St Mag-RF |
Unlearned |
30 |
n/a |
Allows ST Mag-RF ability |
Carbuncle |
Skill Name |
Initial |
AP |
Allows |
Description |
HP-J |
Unlearned |
50 |
HP+20% |
Junction Magic to HP |
Vit-J |
Known |
n/a |
n/a |
Junction Magic to Vit |
Mag-J |
Unlearned |
50 |
St-Atk-J |
Junction Magic to Mag |
St-Atk-J |
Contingent |
160 |
n/a |
Junction Magic to ST-Atk |
St-Def-J |
Unlearned |
100 |
ST-Def-Jx2 |
Junction Magic to ST-Def |
St-Def-Jx2 |
Contengent |
130 |
n/a |
Junction 2xMagic to ST-Def |
Abilityx3 |
Known |
n/a |
n/a |
Can use 3 Abilities |
Magic |
Known |
n/a |
n/a |
Allows Magic Command |
GF |
Known |
n/a |
n/a |
Allows GF Command |
Draw |
Known |
n/a |
n/a |
Allows Draw Command |
Item |
Known |
n/a |
n/a |
Allows Item Command |
HP+20% |
Unlearned |
60 |
HP+40% |
Raises HP by 20% |
HP+40% |
Contingent |
120 |
n/a |
Raises HP by 40% |
Vit+20% |
Unlearned |
60 |
Vit+40% |
Raises Vit by 20% |
Vit+40% |
Unlearned |
120 |
Vit Bonus |
Raises Vit by 40% |
Vit Bonus |
Unlearned |
120 |
n/a |
+1 to Vit at level-up |
Counter |
Unlearned |
200 |
Auto-Reflect |
Counterattacks when attacked |
Auto-Reflect |
Contingent |
250 |
n/a |
Automatically cast reflect |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Raises GF's HP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises GF's HP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Raises GF's HP by 30% |
Recov Med-RF |
Unlearned |
30 |
n/a |
Refine Recovery Medicine from an item |
Leviathan |
Skill Name |
Initial |
AP |
Allows |
Description |
Mag-J |
Unlearned |
50 |
Elem-Atk-J |
Junction Magic to Magic |
Spr-J |
Known |
n/a |
n/a |
Junction Magic to Spirit |
Elem-Atk-J |
Contingent |
160 |
n/a |
Junction Magic to Elem-Atk |
Elem-Defx2 |
Known |
n/a |
n/a |
Junction x2 to Elem-Def |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
Recover |
Unlearned |
200 |
n/a |
Use Recover command |
Spr+20% |
Unlearned |
60 |
Spr+40% |
Raises Spr by 20% |
Spr+40% |
Unlearned |
80 |
Spr Bonus |
Raises Spr by 40% |
Spr Bonus |
Unlearned |
100 |
n/a |
+1 Bonus to Spr at Level up |
Auto-Potion |
Unlearned |
150 |
n/a |
Auto-Use Recovery items when hit |
SumMag+10% |
Unlearned |
40 |
SumMag+20 |
Raises SumMag dmg by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Raises SumMag dmg by 20% |
SumMag+30% |
Contingent |
140 |
n/a |
Raises SumMag dmg by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Raises GF's Max HP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises GF's Max HP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Raises GF's Max HP by 30% |
Boost |
Unlearned |
10 |
n/a |
Allows Boost |
Supt Mag-RF |
Unlearned |
30 |
n/a |
Refine Supt Mag from items |
GFRecov Med-RF |
Contingent |
30 |
n/a |
Refine GFRecov Med from items |
Pandemona |
Skill Name |
Initial |
AP |
Allows |
Description |
Str-J |
Known |
n/a |
n/a |
Junction Magic to Str |
Spd-J |
Unlearned |
120 |
Spd +20% |
Junction Magic to Spd |
Elem-Atk-J |
Known |
n/a |
n/a |
Junction Magic to Elem-Atk |
Elem-Def-J |
Known |
n/a |
n/a |
Junction Magic to Elem-Def |
Elem-Defx2 |
Unlearned |
130 |
n/a |
Junction 2x Magic to Elem-Def |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
Absorb |
Unlearned |
80 |
n/a |
Can use Absorb command |
Str+20% |
Unlearned |
60 |
Str+40% |
Raises Str by 20% |
Str+40% |
Unlearned |
120 |
|
Raises Str by 40% |
Spd+20% |
Contingent |
150 |
Spd+40% |
Raises Spd by 20% |
Spd+40% |
Contingent |
150 |
n/a |
Raises Spd by 40% |
Initiative |
Unlearned |
160 |
n/a |
Can fight when battle begins |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase SumMag dmg by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Increase SumMag dmg by 20% |
SumMag+30% |
Contingent |
140 |
n/a |
Increase SumMag dmg by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Increase GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Increase GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Increase GFHP by 30% |
Boost |
Unlearned |
10 |
n/a |
Can use Boost in battle |
Cerberus |
Skill Name |
Initial |
AP |
Allows |
Description |
Str-J |
Known |
n/a |
n/a |
Can Junction Magic to Str |
Mag-J |
Unlearned |
50 |
ST-Atk-J |
Can Junction Magic to Magic |
Spr-J |
Unlearned |
50 |
ST-Def-J |
Can Junction Magic to Spr |
Spd-J |
Unlearned |
120 |
Spd+20% |
Can Junction Magic to Spd |
Hit-J |
Known |
n/a |
n/a |
Can Junction Magic to Hit |
ST-Atk-J |
Contingent |
160 |
n/a |
Can Junction Magic to ST-Atk |
ST-Def-J |
Contingent |
100 |
ST-Def-Jx2 |
Can Junction Magic to ST-Def |
ST-Def-Jx2 |
Contingent |
130 |
ST-Dev-Jx4 |
Can Junction 2x Magic to ST-Def |
ST-Def-Jx4 |
Contingent |
180 |
n/a |
Can Junction 4x Magic to ST-Def |
Abilityx3 |
Known |
n/a |
n/a |
Allows 3xAbility |
Magic |
Known |
n/a |
n/a |
Can Use Magic Command |
GF |
Known |
n/a |
n/a |
Can Use GF Command |
Draw |
Known |
n/a |
n/a |
Can Use Draw Command |
Item |
Known |
n/a |
n/a |
Can Use Item Command |
Spd+20% |
Contingent |
150 |
Spd+40 |
Raises Spd by 20% |
Spd+40% |
Contingent |
200 |
Auto-Haste |
Raises Spd by 40% |
Auto-Haste |
Contingent |
250 |
Expendx2-1 |
Automatically uses haste in battles |
Expendx2-1 |
Contingent |
250 |
n/a |
Only use 1 magic for double |
Alert |
Known |
n/a |
n/a |
Prevents Back Attack |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Raises Max GF HP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Raises Max GFHP by 30% |
Alexander |
Skill Name |
Initial |
AP |
Allows |
Description |
Spr-J |
Known |
n/a |
n/a |
Can Junction Magic to Spr |
Elem-Atk-J |
Unlearned |
160 |
n/a |
Can Junction Magic to Elem-Atk |
Elem-Defx2 |
Known |
n/a |
n/a |
Can Junction 2xMagic to Elem-Def |
Elem-Defx4 |
Unlearned |
180 |
n/a |
Can Junction 4xMagic to Elem-Def |
Abilityx3 |
Known |
n/a |
n/a |
Can Junction 3xAbility |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
Revive |
Unlearned |
200 |
n/a |
Use Revive Command |
Spr+20% |
Unlearned |
60 |
Spr+40 |
Raises Spr by 20% |
Spr+40% |
Contingent |
120 |
n/a |
Raises Spr by 40% |
Med Data |
Unlearned |
200 |
Med LV Up |
Doubles the Effectiveness of Medicine |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Raises SumMag Dmg by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Raises SumMag Dmg by 20% |
SumMag+30% |
Contingent |
140 |
n/a |
Raises SumMag Dmg by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Raises max GF HP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises max GF HP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Raises max GF HP by 30% |
Boost |
Unlearned |
10 |
n/a |
Allows Boost in Battle |
High Mag-RF |
Unlearned |
60 |
n/a |
Can refine High Mag from Mid Magic |
Med LV Up |
Contingent |
120 |
n/a |
Level Up Medicines |
Doomtrain |
Skill Name |
Initial |
AP |
Allows |
Description |
Elem-Atk-J |
Known |
n/a |
n/a |
Junction Magic to Elem-Atk |
ST-Atk-J |
Known |
n/a |
n/a |
Junction Magic to ST-Atk |
Elem-Defx4 |
Unlearned |
180 |
n/a |
Junction 4x Magic to Elem-Def |
ST-Defx4 |
Unlearned |
180 |
n/a |
Junction 4x Magic to ST-Def |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
Darkside |
Unlearned |
100 |
n/a |
Can use Darkside command |
Absorb |
Unlearned |
80 |
n/a |
Can use Absorb command |
Auto-Shell |
Unlearned |
250 |
n/a |
Auto-Cast shell in battle |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Raise SumMag Dmg by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Raise SumMag Dmg by 20% |
SumMag+30% |
Contingent |
140 |
SumMag+40% |
Raise SumMag Dmg by 30% |
SumMag+40% |
Contingent |
200 |
n/a |
Raise SumMag Dmg by 40% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Raise GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raise GFHP by 20% |
GFHP+30% |
Contingent |
140 |
GFHP+40% |
Raise GFHP by 30% |
GFHP+40% |
Contingent |
200 |
n/a |
Raise GFHP by 40% (Yup, 40%) |
Boost |
Unlearned |
10 |
n/a |
Can use Boost in battle |
Junk Shop |
Known |
n/a |
n/a |
Call Junk Shop from menu |
Forbid Med-RF |
Unlearned |
200 |
n/a |
Refine Forbidden Medicine from an item |
Bahamut |
Skill Name |
Initial |
AP |
Allows |
Description |
Abilityx4 |
Known |
n/a |
n/a |
Junction 4x Ability |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
Str+60% |
Known |
n/a |
n/a |
Raises Str by 60% |
Mag+60% |
Known |
n/a |
n/a |
Raises Mag by 60% |
Mug |
Unlearned |
200 |
n/a |
Can use Mug ability |
Move-HP Up |
Unlearned |
200 |
n/a |
Restore HP while walking |
Auto-Protect |
Unlearned |
250 |
n/a |
Auto-cast Protect in Battle |
Expend 2x-1 |
Unlearned |
250 |
n/a |
Use 1 magic when casting double |
Rare Item |
Unlearned |
250 |
n/a |
Raise liklihood of receiving rare items |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase SumMag Dmg by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Increase SumMag Dmg by 20% |
SumMag+30% |
Contingent |
140 |
SumMag+40% |
Increase SumMag Dmg by 30% |
SumMag+40% |
Contingent |
200 |
n/a |
Increase SumMag Dmg by 40% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Increase Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
GFHP+40% |
Raises Max GFHP by 30% |
GFHP+40% |
Contingent |
200 |
n/a |
Raises Max GFHP by 40% |
Boost |
Unlearned |
10 |
n/a |
Can use Boost in battle |
Forbid Mag-RF |
Known |
n/a |
n/a |
Refine Forbid Magic from items |
Cactaur |
Skill Name |
Initial |
AP |
Allows |
Description |
Eva-J |
Unlearned |
200 |
Eva+30% |
Junction Magic to Eva |
Luck-J |
Unlearned |
200 |
Luck+50% |
Junction Magic to Luck |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
Defend |
Unlearned |
100 |
n/a |
Can use Defend command |
Kamikaze |
Unlearned |
100 |
n/a |
Can use Kamikaze command |
Eva+30% |
Contingent |
150 |
Expendx2-1 |
Raises Eva by 30% |
Luck+50% |
Contingent |
200 |
n/a |
Raises Luck by 50% |
Initiative |
Unlearned |
160 |
n/a |
Allows action at start of battle |
Move-HP Up |
Unlearned |
200 |
n/a |
Restore HP while walking |
HP Bonus |
Known |
n/a |
n/a |
+30 HP at level-up |
Str Bonus |
Known |
n/a |
n/a |
+1 Str at level-up |
Vit Bonus |
Known |
n/a |
n/a |
+1 Vit at level-up |
Mag Bonus |
Known |
n/a |
n/a |
+1 Mag at level-up |
Spr Bonus |
Known |
n/a |
n/a |
+1 Spr at level-up |
Auto-Potion |
Unlearned |
150 |
n/a |
auto-Use recovery items when hit |
Expendx2-1 |
Contingent |
250 |
n/a |
Only use 1 magic when doubled |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
+10% to Max GFHP |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Raises Max GFHP by 30% |
Tonberry |
Skill Name |
Initial |
AP |
Allows |
Description |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
LV Down |
Known |
n/a |
n/a |
Can use LV Down command |
LV Up |
Known |
n/a |
n/a |
Can use LV UP command |
Eva +30% |
Known |
n/a |
n/a |
Raises Eva by 30% |
Luck+50% |
Known |
n/a |
n/a |
Raises Luck by 50% |
Initiative |
Unlearned |
160 |
n/a |
Can fight when battle begins |
Move-HP Up |
Unlearned |
200 |
n/a |
HP goes up as you walk |
Auto-Potion |
Unlearned |
150 |
n/a |
Auto-Potion when hit |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Increase SumMag dmg by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Increase SumMag dmg by 20% |
SumMag+30% |
Contingent |
140 |
n/a |
Increase SumMag dmg by 30% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Raises GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises GFHP by 20% |
GFHP+30% |
Contingent |
140 |
n/a |
Raises GFHP by 30% |
Boost |
Unlearned |
10 |
n/a |
Enables "Boost" for GF |
Haggle |
Unlearned |
150 |
Sell-High |
Lower Prices at shops |
Sell-High |
Contingent |
150 |
n/a |
Sell high at shops |
Familiar |
Unlearned |
150 |
Call Shop |
Easier to buy rare items |
Call Shop |
Contingent |
150 |
n/a |
Call shop from menu |
Eden |
Skill Name |
Initial |
AP |
Allows |
Description |
Spd-J |
Known |
n/a |
n/a |
Junction Magic to Spd |
Eva-J |
Known |
n/a |
n/a |
Junction Magic to Eva |
Hit-J |
Known |
n/a |
n/a |
Junction Magic to Hit |
Magic |
Known |
n/a |
n/a |
Can use Magic command |
GF |
Known |
n/a |
n/a |
Can use GF command |
Draw |
Known |
n/a |
n/a |
Can use Draw command |
Item |
Known |
n/a |
n/a |
Can use Item command |
Mad Rush |
Unlearned |
60 |
Luck+50% |
Can use Mad Rush command |
Darkside |
Unlearned |
100 |
n/a |
Can use Darkside command |
Devour |
Known |
n/a |
n/a |
Can use Devour command |
Luck+50% |
Contingent |
200 |
n/a |
Increase Luck by 50% |
Expendx3-1 |
Unlearned |
250 |
n/a |
1 Mag used when Tripple |
SumMag+10% |
Unlearned |
40 |
SumMag+20% |
Raises SumMag Dmg by 10% |
SumMag+20% |
Contingent |
70 |
SumMag+30% |
Raises SumMag Dmg by 20% |
SumMag+30% |
Contingent |
140 |
SumMag+40% |
Raises SumMag Dmg by 30% |
SumMag+40% |
Contingent |
200 |
n/a |
Raises SumMag Dmg by 40% |
GFHP+10% |
Unlearned |
40 |
GFHP+20% |
Raises Max GFHP by 10% |
GFHP+20% |
Contingent |
70 |
GFHP+30% |
Raises Max GFHP by 20% |
GFHP+30% |
Contingent |
140 |
GFHP+40% |
Raises Max GFHP by 30% |
GFHP+40% |
Contingent |
200 |
n/a |
Raises Max GFHP by 40% |
Boost |
Unlearned |
10 |
n/a |
Can use Boost in Battle |
GFAbl Med-RF |
Unlearned |
30 |
n/a |
Refine GF Abl med from items |
Refinement Abilities
UNDER CONSTRUCTION: THIS IS A WORK IN PROGRESS. LITERALLY.
Refinement Charts:
This section contains a list of each refinement skill, and what you can refine with it. The purpose of this chart is to allow you to find cool "chains." For example, if you have Doomtrain and Eden you can buy an HP up for
150,000. Know how?
- Call Shop "Esthar Pet Shop" with Tonberry's Familiar and Haggle abilities learned.
- Purchase 10 Giant's Rings at 15,000 each.
- Using GFAbl Med-RF (Eden), refine your 10 Giant's Rings into 1 Gaea's Ring.
- Using Forbid Med-RF (Doomtrain), refine your Gaea's Ring into 1 HP Up.
Cool, eh? See the list at this end of this section for a few more cool example chains.
T Mag-RF |
Item |
Refines to |
M-Stone Piece (1) |
5 Thunders |
Magic Stone (1) |
5 Thundaras |
Wizard Stone (1) |
5 Thundagas |
Coral Fragment (1) |
20 Thundaras |
Dynamo Stone (1) |
20 Thundagas |
Shear Feather (1) |
20 Aeros |
Windmill (1) |
20 Tornados |
I Mag-RF |
Item |
Refines to |
M-Stone Piece (1) |
5 Blizzards |
Magic Stone (1) |
5 Blizzaras |
Wizard Stone (1) |
5 Blizzagas |
Water Crystal (1) |
50 Waters |
Artic Wind (1) |
20 Blizzaras |
North Wind (1) |
20 Blizzagas |
Fish Fin (1) |
20 Waters |
F Mag-RF |
Item |
Refines to |
M-Stone Piece (1) |
5 Fires |
Magic Stone (1) |
5 Firas |
Wizard Stone (1) |
5 Firagas |
Flare Stone (1) |
1 Flare |
Phoenix Pinion (1) |
100 Firagas |
Phoenix Spirit (1) |
100 Firagas |
Bomb Spirit (1) |
100 Firagas |
Inferno Fang (1) |
20 Flares |
Bomb Fragment (1) |
20 Firas |
Red Fang (1) |
20 Firagas |
L Mag-RF |
Item |
Refines to |
Holy Water (1) |
2 Zombies |
Death Stone (1) |
1 Death |
Holy Stone (1) |
1 Holy |
Tent (1) |
10 Curagas |
Cottage (1) |
20 Curagas |
Healing Ring (1) |
100 Curagas |
Phoenix Spirit (1) |
100 Full-Lifes |
Healing Mail (1) |
20 Curagas |
Regen Ring (1) |
20 Full-Lifes |
M-Stone Piece (1) |
5 Cures |
Magic Stone (1) |
5 Curas |
Wizard Stone (1) |
5 Curagas |
Healing Water (1) |
20 Curas |
Zombie Powder (1) |
20 Zombies |
Saw Blade (1) |
10 Deaths |
Mesmerize Blade (1) |
20 Regens |
Life Ring (1) |
20 Lifes |
Whisper (1) |
50 Curagas |
Moon Stone (1) |
20 Holys |
Dead Spirit (1) |
20 Deaths |
Chef's Knife (1) |
30 Deaths |
Time Mag-RF |
Item |
Refines to |
Accelerator |
100 Hastes |
Aegis Amulet (1) |
100 Hastes |
Samantha Soul (1) |
60 Triples |
Rocket Engine (1) |
50 Triples |
Three Stars (1) |
100 Triples |
M-Stone Piece (1) |
5 Slows |
Magic Stone (1) |
5 Hastes |
Wizard Stone (1) |
5 Stops |
Lightweight (1) |
20 Hastes |
Spider Web (1) |
20 Slows |
Black Hole (1) |
30 Demis |
Steel Orb (1) |
15 Demis |
Dino Bone (1) |
20 Quakes |
Dragon Fin (1) |
20 Doubles |
ST Mag-RF |
Item |
Refines to |
Antidote (1) |
1 Bio |
Soft (1) |
3 Breaks |
Eye Drops (1) |
1 Blind |
Echo Screen (1) |
2 Silences |
Steel Pipe (1) |
20 Berserks |
M-Stone Piece (1) |
5 Silences |
Magic Stone (1) |
5 Berserks |
Wizard Stone (1) |
5 Bios |
Ochu Tentacle (1) |
30 Blinds |
Cockatrice Pinion (1) |
20 Breaks |
Betrayal Sword (1) |
20 Confuses |
Sleep Powder (1) |
20 Sleeps |
Curse Spike (1) |
10 Pains |
Mystery Fluid (1) |
10 Meltdowns |
Malboro Tentacle (1) |
40 Bios |
Venom Fang (1) |
20 Bios |
Silence Powder (1) |
20 Silences |
Supt Mag-RF |
Item |
Refines to |
Remedy (1) |
5 Esunas |
Shell Stone (1) |
1 Shell |
Protect Stone (1) |
1 Protect |
Aura Stone (1) |
1 Aura |
Med Kit (1) |
100 Esunas |
Giant's Ring (1) |
20 Protects |
Turtle Shell (1) |
30 Protects |
Rune Armlet (1) |
40 Shells |
Moon Curtain (1) |
100 Shells |
Steel Curtain (1) |
100 Protects |
Glow Curtain (1) |
100 Reflects |
M-Stone Piece (1) |
5 Esunas |
Magic Stone (1) |
5 Dispels |
Wizard Stone (1) |
20 Dispels |
Saw Blade (1) |
20 Dispels |
Vampire Fang (1) |
20 Drains |
Fury Fragment (1) |
5 Auras |
Dragon Fang (1) |
20 Esunas |
Barrier (1) |
40 Shells |
Dragon Skin (1) |
20 Reflects |
Forbid Mag-RF |
Item |
Refines to |
Meteor Stone (1) |
1 Meteor |
Ultima Stone (1) |
1 Ultima |
Star Fragment |
5 Meteors |
Energy Crystal |
3 Ultimas |
Pulse Ammo (5) |
1 Ultima |
Recov Med-RF |
Item |
Refines to |
Tent (4) |
1 Mega-Potion |
Cottage (2) |
1 Mega-Potion |
Healing Ring (1) |
20 Mega-Potions |
Phoenix Spirit (1) |
100 Phoenix Downs |
Healing Mail (1) |
6 Hi-Potions |
Regen Ring (1) |
8 Phoenix Downs |
Healing Water (1) |
2 Hi-Potions |
Mesmerize Blade (1) |
2 Mega-Potions |
Life Ring (1) |
2 Phoenix Downs |
ST Med-RF |
Item |
Refines to |
Med Kit (1) |
20 Remedies |
Ochu Tentacle (1) |
3 Eye Drops |
Cockatrice Pinion (1) |
3 Softs |
Zombie Powder (1) |
3 Holy Waters |
Betrayal Sword (5) |
1 Remedy |
Sleep Powder (5) |
1 Remedy |
Dragon Fang (1) |
1 Remedy |
Curse Spike (1) |
1 Remedy |
Malboro Tentacle (1) |
2 Remedies |
Venom Fang (1) |
10 Antidotes |
Silence Powder (1) |
3 Echo Screens |
Poison Powder (1) |
3 Antidotes |
Ammo-RF |
Item |
Refines to |
Energy Crystal |
10 Pulse Ammo |
Normal Ammo (1) |
1 Fast Ammo |
Shotgun Ammo (1) |
2 Fast Ammo |
Sharp Spike (1) |
10 AP Ammo |
Screw (1) |
8 Normal Ammo |
Missle (1) |
20 Demolition Ammo |
Running Fire (1) |
40 Demolition Ammo |
Laser Cannon |
5 Pulse Ammo |
Power Generator (1) |
20 Pulse Ammo |
Bomb Fragment (1) |
20 Fire Ammo |
Red Fang (1) |
40 Fire Ammo |
Venom Fang (1) |
20 Dark Ammo |
Poison Powder (1) |
10 Dark Ammo |
Chef's Knife (1) |
20 AP Ammo |
Cactus Thorn (1) |
40 Demolition Ammo |
Fuel (1) |
10 Fire Ammo |
Tool-RF |
Item |
Refines to |
Mega Phoenix (3) |
1 Phoenix Pinion |
Rosetta Stone (1) |
1 Shaman Stone |
Magic Scroll (1) |
10 Wizard Stones |
GF Scroll (1) |
10 Wizard Stones |
Draw Scroll (1) |
10 Wizard Stones |
Item Scroll (1) |
10 Wizard Stones |
Gambler Spirit |
10 Wizard Stones |
Healing Ring (1) |
30 Cottages |
Hungry Cookpot (1) |
1 Shaman Stone |
Steel Pipe (1) |
1 Aura Stone |
Diamond Armor (1) |
50 Cottages |
Energy Crystal |
2 Ultima Stones |
Regen Ring (1) |
5 Tents |
Strength Love |
2 Aura Stones |
Power Wrist (1) |
10 Aura Stones |
Turtle Stone (1) |
10 Protect Stones |
Orihalcon (1) |
30 Protect Stones |
Rune Armlet (1) |
10 Shell Stones |
Force Armlet (1) |
30 Shell Stones |
Hypno Crown (1) |
10 Aura Stones |
Healing Water (1) |
2 Tents |
Fury Fragment (1) |
2 Aura Stones |
Curse Spike (100) |
1 Dark Matter |
Inferno Fang (1) |
2 Flare Stones |
Whisper (1) |
1 Cottage |
Moon Stone (1) |
2 Holys |
Shaman Stone (1) |
1 LuvLuvG |
Dead Spirit (1) |
2 Death Stones |
Forbid Med-RF |
Item |
Refines to |
Mega Potion (20) |
1 Elixir |
Luck-J Scroll |
Luck Up |
Aegis Amulet (2) |
1 Spd Up |
Elem Atk (1) |
4 Elixirs |
Elem Guard (1) |
4 Elixirs |
Status Atk (1) |
4 Elixirs |
Status Guard (1) |
4 Elixirs |
Med Kit (1) |
2 Megalixirs |
Gaea's Ring (1) |
1 HP Up |
Hyper Wrist (10) |
1 Str Up |
Adamantine (5) |
1 Vit Up |
Magic Armlet (10) |
1 Spr Up |
Royal Crown (10) |
1 Mag Up |
50 Jet Engine |
Spd Up |
Rocket Engine (5) |
1 Spd Up |
Doc's Code (1) |
1 Megalixir |
Monk's Code (1) |
1 Str Up |
Knight's Code (1) |
1 Vit Up |
Hundred Needles (1) |
1 Spd Up |
Shaman Stone (10) |
1 Hero-trial |
GFRecov Med-RF |
Item |
Refines to |
Pet House (1) |
2 G-Returners |
Healing Ring (1) |
20 G-Mega-Potions |
Phoenix Spirit (1 |
40 G-Returners |
Healing Mail (1) |
1 Pet House |
Gold Armor (1) |
4 Pet Houses |
Diamond Armor (1) |
16 Pet Houses |
Regen Ring (1) |
6 G-Returners |
Healing Water (1) |
2 G-Hi-Potions |
Mesmerize Blade (1) |
2 G-Hi-Potions |
Life Ring (1) |
2 G-Returners |
Whisper (1) |
4 G-Hi-Potions |
GFAbl Med-RF |
Item |
Refines to |
Elixir (10) |
1 Doc's Code |
Holy War (5) |
1 Knight's Code |
Phoenix Pinion (20) |
1 Phoenix Spirit |
HP-J Scroll (10) |
1 Giant's Ring |
Str-J Scroll (10) |
1 Power Wrist |
Vit-J Scroll (10) |
1 Orihalcon |
Mag-J Scroll (10) |
1 Force Armlet |
Spr-J Scroll (10) |
1 Hypno Crown |
Spd-J Scroll (10) |
1 Jet Engine |
Energy Crystal (50) |
Samantha Soul |
Samantha Soul (20) |
1 Elem Atk |
Gold Armor (5) |
1 Diamond Armor |
Diamond Armor (5) |
1 Elem Guard |
Giant's Ring (10) |
1 Gaea's Ring |
Power Wrist (10) |
1 Hyper Wrist |
Orihalcon (10) |
1 Adamantine |
Adamantine (20) |
1 Steel Curtain |
Force Armlet (10) |
1 Magic Armlet |
Magic Armlet (20) |
1 Moon Curtain |
Hypno Crown (10) |
1 Royal Crown |
Royal Crown (20) |
1 Status Atk |
Jet Engine (20) |
Rocket Engine |
Glow Curtain (2) |
1 Monk's Code |
Ribbon (1) |
1 Status Guard |
Lightweight (100) |
1 Accelerator |
Dragon Fang (100) |
1 Med Kit |
Malboro Tentacle (100) |
1 Moon Curtain |
Whisper (100) |
1 Healing Ring |
Barrier (50) |
1 Aegis Amulet |
Bomb Fragment (100) |
1 Bomb Spirit |
Dragon Skin (100) |
1 Glow Curtain |
Cactus Thorn (100) |
1 Hundred Needles |
Shaman Stone (1) |
1 Rosetta Stone |
HP Up (2) |
1 HP-J Scroll |
Str Up (2) |
1 Str-J Scroll |
Vit Up (2) |
1 Vit-J Scroll |
Mag Up (2) |
1 Mag-J Scroll |
Spr Up (2) |
1 Spr-J Scroll |
Spd Up (2) |
1 Spd-J Scroll |
Luck Up (2) |
1 Luck-J Scroll |
Jet Engine (10) |
1 Rocket Engine |
Holy War (5) |
Knight's Code |
Mid Mag-RF |
Magic |
Refines to |
Blizzard (10) |
Blizzara |
Thunder (10) |
Thundara |
Fire (10) |
Fira |
Cure (10) |
Cura |
High Mag-RF |
Magic |
Refines to |
Double (10) |
1 Tripple |
Blizzara |
Blizzaga |
Thundara |
Thundaga |
Fira |
Firaga |
Med LV Up |
Item |
Refines to |
Potion (3) |
1 Potion+ |
Potion+ (3) |
1 Hi-Potion |
Hi-Potion (3) |
1 Hi-Potion+ |
Hi Potion+ (3) |
1 X-Potion |
X-Potion (3) |
1 Mega-Potion |
Phoenix Down (50) |
1 Mega Phoenix |
Elixir (10) |
1 Megalixir |
Remedy (10) |
1 Remedy+ |
Remedy+ (10) |
1 Elixir |
Hero-trial (10) |
1 Hero |
Hero (10) |
1 Holy War-trial |
Holy War-trial (10) |
1 Holy War |
Useful Chains |
To Get |
Buy |
From |
Refine... |
Cost |
1 HP Up |
10 Giant's Rings |
Esthar Pet Shop |
GFAbl Med-RF 10 Giant's Rings into 1 Gaea's Ring. Forbid Med-RF 1 Gaea's Ring into 1 HP Up. |
150,000 |
1 Str Up |
100 Power Wrist |
Esthar Pet SHop |
GFAbl Med-RF 100 Power Wrist to 10 Hyper Wrist. Forbid Med-RF 10 Hyper Wrist to 1 Str Up. |
1,500,000 |
1 Spr Up |
100 Force Armlet |
Esthar Pet Shop |
GFAbl Med-RF 100 Force Armlet => 10 Magic Armlet. Forbid Med-RF 10 Magic Armlet => 1 Spr Up. |
1,500,000 |
1 Mag Up |
100 Hypno Crown |
Esthar Pet Shop |
GFAble Med-RF 100 Hypno Crown => 10 Royal Crown. Forbid Med-RF 10 Royal Crown => 1 Mag up. |
1,500,000 |
1 Vit Up |
500 Vit-J Scroll |
Esthar Pet Shop |
GFAbl Med-RF 500 Vit-J => 50 Orihalcon => 5 Adamantine. Forbid Med-RF 5 Adamantine => 1 Vit Up |
3,750,000 |
100 Aura |
10 Power Wrist |
Esthar Pet Shop |
Tool-RF 10 Power Wrist => 10 Aura Stones. Supt Mag-RF 100 Aura Stones => 100 Aura |
150,000 |
375,000* |
100 Cottage |
Esthar Shop!!! |
Recov Med-RF 100 Cottage => 50 Mega-Potion |
135,000 |
1 Megalixir |
10 Elixir |
Esthar Shop!!! |
Med LV up 10 Exilir => 1 Megalixir |
375,000 |
* Realistically, this is the fastest way to acquire money in the game. Assuming you have all the GF Abilities, just follow these steps:
- Clear the first three slots in your inventory (this makes it go a lot faster!)
- Go to Menu - > Ability -> Call Shop -> Esthar Shop!!! (use the right-arrow to get to the second page of shops.)
- Buy 100 Cottages (135,000 gil) and 100 Tents (75,000 gil)
- Quit the call shop menu and select the ability Recov Med-RF
- Refine both the Cottages and Tents into Mega-Potions
- Go back to Esthar Shop!!! and sell those 75 Mega-Potions for 562,500 gil, then buy another 100 Tents and Cottages. This will net you 352,500 gil each pass.
- Repeat until you have enough money, then buy the stat up items.
It only takes me about 30 seconds to do this, so I can earn the 1.5m needed for Str/Spr/Mag Up in just over 2
minutes. For perspective, that means I can earn the 100 items needed to max a character's Str/Spr/Mag in an hour or
two of grinding. Not that I manually grind like this, mind you. I have pretty bad carpal tunnel in both wrists, so
this is out of the question for me anymore. Thankfully modern technology has come to the rescue. Since I play on an
emulator, I built a bot to do this for me using a RaspberryPi Zero and some python code. I simply tell the code how
many times I want the script to loop, then it earns the 1.5M Gil needed for each item, and then buys the item. Repeat
as desired. Some day I'll make a turoial video about how I did it and put it up on YouTube.
Item ListThis section contains a list of items, and what they do.
Item List |
Item |
Effect |
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 1000 HP 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 members |
Antidote |
Cures Poison |
Soft |
Cures Petrify |
Eye Drops |
Cures Darkness |
Echo Screen |
Cures Silence |
Holy Water |
Cures Zombie, Curse |
Remedy |
Cures abnormal staus |
Remedy+ |
Cures abnormal status and Magic effects |
Hero-trial |
Makes character invincible sometimes |
Hero |
Makes character invincible |
Holy War-trial |
Makes all characters invincible sometimes |
Holy War |
Makes all party members invincible |
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 |
Summons Chocobo GF |
Phoenix Pinion |
Summons Phoenix GF (Revive all characters + fire dmg to enemies) |
Friendship |
"Moomba Moomba" (Summons Moomba, does up to 9999 dmg) |
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 |
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 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 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 |
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% |
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 |
Accelerator |
GF learns Auto-Haste ability |
Moon Curtain |
GF learns Auto-Shell ability |
Steel Curtain |
GF learns Auto-Protect ability |
Glow Curtain |
GF learns Auto-Reflect 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 |
Ribbon |
GF learns Ribbon ability |
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 |
M-Stone Piece |
Stone with a little Magic power |
Magic Stone |
Stone with Magic oower |
Wizard Stone |
Stone with strong Magic power |
Ochu Tentacle |
Strong, flexible tentacle |
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 |
Used to remodle 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 |
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 |
Missle |
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 |
Bomb Fragment |
Stone with Fire element (Compat Ifrit +1) |
Red Fang |
Dragon's Fang with Fire element (Compat Ifrit +3) |
Arctic Wind |
Contains Ice element wind (Compat Shiva +1) |
North Wind |
Contains strong Ice element wind (Compat Shiva +3) |
Dynamo Stone |
Stone with Thunder element (Compat Quezacotl +3) |
Shear Feather |
Bird's feather that flies on wind (Compat Pandemona +1) |
Venom Fang |
Poisonous monster fang (Compat Doomtrain +3) |
Steel Orb |
Steel orb with gravitational power (Compat Diablos +3) |
Moon Stone |
Holy moon stone with monsters living inside (Compat Alexander +3) |
Dino Bone |
Large dinosaur bone (Compat Brothers +3) |
Windmill |
Windmill containing wind energy (Compat Pandemona+3) |
Dragon Skin |
Durable dragon skin (Compat Carbuncle +3) |
Fish Fin |
Fish's Fin (Compat Leviathan +2) |
Dragon Fin |
Very hard dragon's scale (Compat Cerberus +3) |
Silence Powder |
Powder containing Silence (Compat Siren +3) |
Poison Powder |
Powder containing Poison (Compat Doomtrain +1) |
Death Spirit |
Contains Death |
Chef's Knife |
Tonberry's knife (Compat Tonberry +3) |
Cactus Thorn |
Cactuar's Thorn (Compat Cactaur +3) |
Shaman Stone |
Stone with mystical power (Compat Bahamut +3) |
Fuel |
Fuel for a rental car |
Girl Next Door |
Naughty Magazine |
Sorceress' Letter |
Edea's introduction letter |
Chocobo's Tag |
Changes Chocobo's name |
Pet Nametag |
Changes pet's name |
Solomon Ring |
Mysterious old ring (Summon Doomtrain) |
Magical Lamp |
You should save your game before using it! (Summon Diabalos) |
HP Up |
Raises HP (10 pts) |
Str Up |
Raises Strength (1 pt) |
Vit Up |
Raises Vitality (1 pt) |
Mag Up |
Raises Magic (1 pt) |
Spr Up |
Raises Spirit (1 pt) |
Spd Up |
Raises Speed (1 pt) |
Luck Up |
Raises Luck (1 pt) |
LuvLuv G |
Raises compatibility with all GF (20 pts) |
Weapons Mon 1st |
Weapons research magazine |
Weapons Mon Mar |
Weapons research magazine |
Weapons Mon Apr |
Weapons research magazine |
Weapons Mon May |
Weapons research magazine |
Weapons Mon Jun |
Weapons research magazine |
Weapons Mon Jul |
Weapons research magazine |
Weapons Mon Aug |
Weapons research magazine |
Combat King 001 |
Magazine for fighters (Zell's Limit Breaks) |
Combat King 002 |
Magazine for fighters (Zell's Limit Breaks) |
Combat King 003 |
Magazine for fighters (Zell's Limit Breaks) |
Combat King 004 |
Magazine for fighters (Zell's Limit Breaks) |
Combat King 005 |
Magazine for fighters (Zell's Limit Breaks) |
Pet Pals Vol.1 |
Magazine for dog lovers (Rinoa's Limit Breaks) |
Pet Pals Vol.2 |
Magazine for dog lovers (Rinoa's Limit Breaks) |
Pet Pals Vol.3 |
Magazine for dog lovers (Rinoa's Limit Breaks) |
Pet Pals Vol.4 |
Magazine for dog lovers (Rinoa's Limit Breaks) |
Pet Pals Vol.5 |
Magazine for dog lovers (Rinoa's Limit Breaks) |
Pet Pals Vol.6 |
Magazine for dog lovers (Rinoa's Limit Breaks) |
Occult Fan I |
Wolrd's Mysteries Magazine Scoop Issue |
Occult Fan II |
Wolrd's Mysteries Magazine Photo Issue |
Occult Fan III |
Wolrd's Mysteries Magazine Magic Issue |
Occult Fan IV |
Wolrd's Mysteries Magazine Report Issue |
Emulator List
Emulator Notes:
If you are playing this game on an emulator, you can take advantage of the emulator to assist in a variety of
ways. Here are a few things that can save you a lot of grief:
- Getting the cards you want: Save state before playing a card game. If you save on the "Play/Quit" screen, the
opponent's cards will be different when you reload the state. If you're challenging a specific opponent for a specific
card, this can save you a LOT of time. If you ALSO save once you see the opponent is playing with that card (in a
different save state) you can re-try if you end up missing the card.
- Keeping your level low: If you find yourself occasionally killing off low-level enemies, consider saving state
before wanding around. When you do get into a battle, save before fighting. If you kill off an opponent with the first
attack, reload and next time use a different attack. Then when the enemy's level is low, use card to get the AP and
"win" the battle without getting XP and leveling up.
- Send the Queen of Cards where you want: Before playing a game with her, save state. If she say's she's going
somewhere you don't want her to go (not your next or an easy desitnation), just reload state and try again.
- Winning some the best cards: On Disc 4, the Queen of cards will appear to dissappear. She's actually gone to the
Lunar Crash site in the southern area of Galbadia (south of Tears Point). If you have failed to do all the QOC quests
and get the best cards, you can find her there and save yourself the trouble of following here around everywhere
(since she'll play will all of those quest cards.) Simply save state on the Play/Quit screen and re-load if she's not
playing with the cards you want to win.
- If you are trying to card mod an enemy into their "rare form", it's helpful to know that the random number seed
which determins if a card is "special" or not is re-rolled at the start of character's turn. This means you can simply
damage an enemy to the point where it's cardable, then repeat this process until you get the card mod you want:
- Save State
- Try to card.
- If you get the common card, reload state and have all three characters skip their turn (the 'O' button
on the Playstation controller.)
- Repeat (load state, skip turns, save state, card mod)
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