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FAQ/Walkthrough by Dragon Fogel

Version: 1.0 | Updated: 04/26/00

                        Final Fantasy VIII

                             by Dragon Fogel(knearey@ualberta.ca)

v 1.0

The most recent version of this FAQ can be found at:


Other places this FAQ can be found:

GameFAQs - http://www.gamefaqs.com

 1. Revision History
 2. Triple Triad Guide
 3. Walkthrough
    -Trial By Fire
    -Final Exam
    -Talk About Your Long Days...
    -Forest Owls
    -Obligatory Fetch Quest
    -The Sorceress
    -It's Laguna Again...
    -Fisherman's Horizon
    -Checking Up on Things
    -Warring Gardens
    -Setting Up The Rest Of The Plot
    -Esthar Ho!
    -Out Of This World!
    -Down To Earth
    -The Time Is Nigh
    -Kurse All SeeDs!
 4. Side Quests
    -Rare Card Locations
    -Timber Maniacs Locations
    -Dollet revisited
    -Shumi Village
    -Chocobo Forests
    -Centra Ruins
    -Jumbo Cactaur
    -UFO Chase
    -Lake Obel
    -Deep Sea Research Center
    -CC Group
    -Queen of Cards
    -Omega Weapon
    -Miscellaneous Tips and Tricks
-Beginning of a series of long lists-
 5. SeeD Written Test Answers
 6. Character Info
 7. Spell List
 8. Junction List
 9. GF List
10. Abilities List
11. Learning List
12. Card List
13. Shop/Refinement List
14. Item List
15. Monster List (very incomplete)
16. Disclaimer
17. Credits

Version 1.0 

First version; walkthrough and side quests sections more or less 
complete, as well as several lists. However, there is still a lot of
work to be done; any help with the following would be greatly
-Items dropped by bosses if you don't Mug them
-Draw Point locations, particularly on the overworld
-Selling prices of items
-Just about anything for the monster list (like suggestions on how to do it. =P)
Thanks in advance to anyone who can provide information.


I suppose you're wondering why I decided to write this FAQ when there 
are already so many FF8 FAQs out there. Well, there are three major 
reasons. The first, and most important, is that while there are many FF8
FAQs out there, there are very few _good_ FAQs. I won't mention any 
names here, but I find that most of the guides on GameFAQs are either 
poorly organized or incomplete. The second reason is that I want to
write a FAQ at least once, just for the experience. The third, and least 
important reason, is that I can sneak some spam in. =P And here it is: 
http://come.to/gameiaqs. Okay, that's it for the spam, and it will not be mentioned any more. Now read the FAQ.


-Section under construction-

I decided to put this in here so those of you who want to know about 
Triple Triad can look right at the beginning of the FAQ, instead of 
scrolling through the walkthrough section and possibly seeing some 
spoilers. This section has a description of the various rules, and some 
(hopefully) useful tips for playing this addictive - and sometimes 
frustrating - minigame.

I won't mention the basic rules, since you can see them in the Tutorial 
and they're pretty easy to understand, but I'll discuss the various 
special rules here.

Open - You can see your opponent's hand, and they can see yours. I don't 
know if it affects the computer's strategy much, or at all, but it's 
definitely to your advantage. I recommend spreading it to every region 
you can.

Same - When at least two sides of a card match in numbers with two 
adjacent cards, (at least one of which is an opposing card) both cards 
will be turned over.

Plus - This is a bit tricky to explain. I'll use a diagram to illustrate 
             3     8
            5 (6+1) 5
             4     2
            2 A

6 + 1 = 7, 4 + 3 = 7. These add up to the same number, so Plus is 
activated and the (8152) and (32A7) cards are turned over. (For the 
record, I made up the card numbers, and have no idea if there are 
actually cards with those configurations.) This rule can be very 
annoying, especially without Open...

Combo - Some people have trouble understanding this rule, but it's 
actually pretty simple. It works with the Same and Plus rules. It's 
easiest to illustrate, so here goes...

         3       7
       4   4  4    3
         5      6
         5   |   2
       3   1 | 4   3
         2   |   6

The (3445) card has just been placed. The "Same" rule is in effect. The 
(3445) card turns over the two adjacent cards. Now, here's where Combo 
comes into play. One of the cards affected with Same is the (7436) card. 
The 6 on the bottom beats the 2 on the top of the card below, so the 
(2436) card is turned over. (Again, I'm just making up these numbers.)

In other words, a card taken with Same or Plus is treated like it's just 
been placed in a game without Same/Plus. If it beats an adjacent card of 
the opponent's, that card is turned over, and can take other adjacent 
cards. One side effect of this is that when one player gets a combo, the 
other player has a good setup for making a combo of their own...

Same Wall - Used with the "Same" rule. The border of the playing field 
is considered to consist of "A"s for the purposes of using Same.

Elemental - Some squares have elemental symbols on them. The squares and 
symbols seem to be chosen at random. If an elemental card is placed on a 
square with the same element, the value the numbers on each side of the 
card is raised by 1 for the purposes of normal matches. If a non-
elemental card or a card of the wrong element is placed on an elemental 
square, the numbers on each side drop in value by 1.

Sudden Death - If there's a draw, each player takes the cards they've 
won and the game restarts, with elemental squares moved if that rule is 
in effect. This continues until one player wins. This can work to your 
advantage if you've got a good hand, as you're pretty much guaranteed to 
win in the end, but it can be annoying to play through over and over.

Random - Each player's hand is chosen at random. One of the most-
despised rules in the game.

Trade Rules:

One - Choose one card from the opponent's hand.

Diff - Choose a number of cards from the opponent's hand equal to the 
number of cards you won by.

Direct - Keep the cards you turned over, lose cards turned over by the 
opponent. The most hated of the trade rules.

All - Win all of the opponent's cards.

Affecting the rules:

Adding a rule to a region is easy. Just play in a region that has the 
rule you want to add, then go to the region that you want to add the 
rule to. Play cards with someone, and they'll usually ask you if you 
want to add in the rules from the other region. Accept, and the rule may 
be added after the game. Removing rules is done in pretty much the same 
way, but it's rarer to see a rule removed. To make it easier, first 
choose "Yes" when they ask you to play, then, when the screen with the 
current rules pops up, select "Quit". The rules can be changed this way 
as well, and rules seem to be removed more often. Also, sometimes rules 
will be added and removed at random after a game. If you're having 
trouble in a region, try messing with the rules.

Rule sets:

Balamb - Open

Galbadia - Same

Dollet - Random, Elemental

FH - Elemental, Sudden Death

Trabia - Random, Plus

Centra - Random, Same, Plus

Esthar - Elemental

Lunar - Open, Random, Same, Plus, Same Wall, Elemental, Sudden Death

Strategies for playing:

The first trick to winning at cards is to get a good hand. Since you 
start with only Level 1 cards, this won't be easy. So, the first order 
of business is to get good cards from the main game. There are two ways 
of doing this; the first is to defeat GFs for their cards. You can get 4 
GF cards this way before the end of Disc 1, all of them strong corner 
cards. The second way of getting good cards without playing Triple Triad 
is to learn the Card ability and use it to turn enemies into cards. Most 
of the time, enemies turn into their own cards, but sometimes they'll 
get turned into Boss cards instead. If you want a _real_ easy time with 
the card game early on, wander around the grass areas of Balamb and use 
Card on Glacial Eyes until you have 5 Jumbo Cactaur cards. It takes a 
while, but once you have them, the only players you have to worry about 
are the ones with rare cards.

Okay, so you've got some good cards. Now what? Now you need to know how 
to use them. Personally, I play defensively. I get strong corner cards 
(ones with two adjacent sides with a value of 8 or higher) and always 
put them where only the strong sides are showing. Playing offensively is 
also an option, but it doesn't work too well in Sudden Death. The other 
important thing to do is alter the rules if at all possible. This is 
especially important in Dollet, as the Random rule makes the Queen of 
Cards side quest rather tricky. I'll try to have more strategies in a 
future update.


Before I get into the actual walkthrough, there are two useful functions 
that aren't described in the manual or the tutorial. First, to undo 
Junctioned spells, use the Magic Junction option, select the spell you 
want to un-Junction, and push the Square button. (or whatever button you 
assigned to Play Cards) Second, to discard unwanted spells, go to the 
Magic menu, select either Use or Exchange, move the cursor on the spell 
you want to get rid of, and push Square. You'll be asked if you want to 
discard the spell. These are useful features, remember them.

Also, I personally found the default control layout awkward; I recommend 
changing it as soon as you can. I personally use Circle to talk, X to 
walk, Triangle for the menu, and Square to play cards. Of course, you 
may prefer another layout.

Another thing: the titles for sections (which look something like this: 
| TRIAL BY FIRE |, and are typically followed by a sarcastic comment in 
parentheses) are my own names. Therefore, I assume full responsibility 
for how dumb, uncreative, etc. they sound.

Finally, a note on Draw Points. When I list Draw Points in an area, I 
put an "r" in brackets next to the Draw Point if it recharges after a 
while. If I have a question mark after the "r", it means I'm not sure if 
the Draw Point recharges. Hopefully, I'll be able to eliminate most of 
the question marks by the next version.

-Disc One

(I warned you. I'm bad at coming up with titles. Hey, I can be even less 
creative that this.)

 -Balamb Garden
Draw Points: Cure(r), Esuna, Blizzard(r)
Rare Cards: Quistis, MiniMog
Rule Set: Balamb
GFs: Quezacotl, Shiva

After an impressive FMV, sequence, you'll see Squall wake up in the 
infirmary. Dr. Kadowaki will ask Squall how he is, and you'll be given a 
choice. I'm not sure if the choice you make affects anything. Then 
you'll be asked to name Squall. Change his name if you want. After some 
more dialogue, Dr. Kadowaki will call Squall's instructor, Quistis. Then 
you'll see a mysterious girl talk to Squall through the window... she'll 
prove to be an important figure in the game. Then Quistis will come to 
take Squall back to class.

Walk down the hallway with Quistis; there will be some dialogue along 
the way. After a while, you won't have to walk. There will be a short 
FMV, then the scene will shift to the classroom.

Quistis will talk to the class briefly about the field exam in the 
afternoon, then tell Seifer he should be more careful not to injure his 
partner in training. After she dismisses the class, she'll tell Squall 
that he hasn't gone through the Fire Cave yet, and won't be able to go 
on the field exam until he has. Quistis tells you to meet her at the 
front gate, and says that you should review the study panel if you have 
any questions. 

Note: After completing the field exam, Squall's rank will be determined 
by what he did prior to and during the exam. You'll gain and lose points 
for various actions; I'm not sure how points are determined, though, so 
I can only give small suggestions in this version. Hopefully, I'll have 
a more thorough breakdown of how to get points later on.

Go to the study panel and select Tutorial; you'll receive two GFs.

GF Quezacotl's Stats:

Level 1
Starts with Mag-J, GF, Draw, Magic, Item

GF Shiva's Stats:

Level 1
Starts with Spr-J, GF, Draw, Magic, Item

Note that if you don't get Quezacotl and Shiva from the study panel, 
you'll get them automatically when you talk to Quistis at the front 
gate. You may lose points for this, though; I'm not sure.

Anyways, after getting your GFs (or not), leave the classroom. You'll 
literally run into another student; after some dialogue, she'll ask you 
to take her on a tour. Personally, I agreed; I'm not sure how this 
affects your points later, though.

On the next screen, talk to the guy near the elevator to get 7 Triple 
Triad cards. It may not be a good idea to start playing just yet; you'll 
find it much easier to win the card game once you've gotten the Ifrit 
Card in the Fire Cavern. However, there are two rare cards you can win 
by playing cards here; the MiniMog card, from a little kid running 
around on the first floor (he doesn't use it often, though), and the 
Quistis card, which can be one from any of the Trepies. The one in the 
cafeteria uses it the most, though. (When you get asked which one you 
want to talk to, choose the one in the back. You'll understand when you 
do it.) Note that the Trepies only have one Quistis card between them.

Anyways, once you take the elevator, you'll show the student the 
directory if you agreed to give her a tour. Head to the front gate to 
meet Quistis, who'll give you a tutorial on how to use GFs, then join 
your party. If you want to skip the tutorial, hit the Cancel button; 
this may cause you to lose points, though. Also, Squall will ask who the 
girl at the infirmary was; Quistis will say she didn't see anyone.

Note that there's a Draw Point with Cure on the screen before the front 
gate; just remember, you need the Draw command set in order to use Draw 
Points. There's also a Draw Point with Esuna in the library (walk near 
the bookcase and you'll come to a new screen with the Draw Point clearly 
visible) one with Blizzard in the Training center. I'll say some more 
about the Training Center later, when you have to go there.

Anyways, after Quistis joins, leave the Garden. Now you'll want to 
Junction GFs; I recommend giving Quezacotl to Squall and Shiva to 
Quistis. Next, set your command abilities; since you don't have any 
spells now besides a handful of Cures from the Draw Point, choose GF, 
Draw, and Item for both characters. Have both GFs work on learning Boost 
first; it only takes 10 AP to learn and is quite useful when you're 
summoning. After that, I suggest HP-J and then Card for Quezacotl and I 
Mag-RF, then Str-J for Shiva. After getting those abilities, get 
whatever other ones you want.

Before going to Fire Cavern, it's a good idea to fight enemies in the 
surrounding area to stock up on spells. In the plains, you'll find lots 
of Bite Bugs; you can Draw Fire and Scan from them. The latter isn't 
that necessary, so you can skip it if you want. You'll also occasionally 
run into Glacial Eyes; you can draw Blizzard, Cure, and Scan from them.

In the forests, you'll frequently find Caterchipillars; you can Draw 
Cure and Thunder from them, and they occasionally drop Spider Webs. If 
you get one, use it to teach Quistis the Ultra Waves skill. Also, you'll 
sometimes find T-Rexaurs in the forest. If you do, RUN. They're REALLY 
strong and have over 10000 HP, so they're quite a pain to kill right 
now. They don't have anything special to Draw either. If you'd prefer 
not to run, try to Card it; its card is pretty good.

Finally, on the beach you'll find a lot of Fastitocalon-Fs. You can Draw 
Blizzard, Scan, and Sleep spells from them (the latter is a good 
Junction for Magic at this point) and you get 3 AP for each one. Since 
you always fight 2, that's an easy 6 AP. I recommend fighting them until 
Shiva learns I Mag-RF, then using that to turn the Fish Fins you'll be 
winning almost constantly into Water spells. Water is the best Junction 
you can get at this point without playing cards. After getting 100 of 
all the spells you want for both characters, (some extra Fish Fins and 
M-Stone Pieces would be good, too) head to the Fire Cavern.


 -Fire Cavern
Draw Points: Fire(r)
Rare Cards: Ifrit
GFs: Ifrit

When you reach the Fire Cavern, Quistis will give you a tutorial about 
Junctions, (again, you can skip it with the Cancel button) and then 
offer to give you a refresher about your Gunblade. If this is your first 
game, you might as well accept. After that, head to the entrance.

At the entrance, you'll be asked to choose a time limit; go with 20 
minutes, you'll easily finish in that time. If you're replaying, though, 
go ahead and choose 10 minutes. Choosing a shorter time limit will 
affect your points later on. (I don't know exactly how, though.)

The path through the Fire Cavern is fairly straightforward; there's one 
intersection a few screens in. Go straight to reach the boss; there's a 
Draw Point with Fire on the right and a dead end on the left, neither of 
which is very helpful. You can fight or run from enemies on the way, 
depending on how you're doing for time. At the center of the cave, 
you'll find Ifrit...


Absorb Fire
Weak against Ice, Water

This is fairly easy; have Quistis summon Shiva while Squall casts 
Blizzard spells. (They'll do a little more damage than Water does.) The 
timer stops after you win, so don't worry about not having time to get 
out afterwards. When you win, you'll get 20 AP, a bunch of G-Returners, 
the Ifrit Card, and the Ifrit GF.


GF Ifrit's Stats:

Level 1
Starts with Str-J, Elem Atk-J, (Elem Def-J?), GF, Draw, Magic, Item

Quistis will give you a tutorial on how to use Elem Atk-J and Elem Def-J 
once you win. Since Quezacotl and Shiva are probably at a higher level 
than Ifrit, have both of them equipped on one person and Ifrit on the 
other so that the GFs level up more evenly. Ifrit should learn Boost 
first, then HP-J. After that, it doesn't matter much.

Leave the cave, then return to Garden.

(Told you. This one isn't even mildly creative.)

-Balamb Garden
New Items: Occult Fan I

Quistis will leave. If you want, go to the Library and check the 
bookshelves for Occult Fan I. Then, head to the Dormitory; go to 
Squall's room and change into your SeeD uniform. Now head over to where 
the Directory is and Headmaster Cid will brief you on your mission. 
You'll then drive out of Garden in a car. Take the car to the nearby 
town (Balamb) and then watch the short scene where you drive to the 
docks. Get in the ship; there will be a short scene. After a while, 
Seifer tells you to look outside; agree. (you'll probably lose points 
otherwise) Leave the small area you're in, and watch the FMV. Then 
you'll land on the beach in...


Draw Points: Blind(r)
GFs: Siren

Cool music, huh? Anyways, at the moment you've got Squall, Zell, and 
Seifer in your party. (Seifer's not following you around, but he _is_ in 
your battle party.) Give each character one GF, and give all of Quistis' 
magic to Zell. If you've got some spare Fish Fins like I recommended, 
make some Water spells for Seifer. Give everyone the Draw command; this 
way, you can Draw from the Galbadian soldiers when you need healing. 
Don't talk to any of the other students; I think you lose points for 
this. Head up the stairs to find a Save Point, then move towards the 
next screen. You'll fight two Galbadian soldiers. They're easy to beat, 
but it's a good idea to have Seifer Draw some spells for himself before 
doing so. Keep going; after a while, you'll fight two more Galbadian 
soldiers. If Seifer still needs some spells, Draw some here, too. When 
you come to the fountain, you'll have to fight one G-Soldier; no 
problem. Then Seifer will tell you to scout the area for enemies. Head 
to the northeast section of the screen, and a G-Soldier will attack.

After defeating the Galbadian Soldier, the rest should be 
straightforward. Take the northwest exit off the screen, then just keep 
going forward. After a while, an injured Dollet soldier will warn you 
about monsters, then...



Actually, the Anacondaur isn't even a real boss. It is, however, quite 
strong compared to the other enemies you've fought. It has around 1200 
HP; if you've got some good Strength Junctions, though, it shouldn't be 
a problem. Seifer will tell you to let him finish off the Anacondaur; 
doing so may affect your points later.


After defeating the Anacondaur, keep going some more. The path is 
completely straightforward. After two more screens, Seifer will run 
ahead and leave your party; then Selphie (the girl Squall gave a tour to 
earlier) will appear and jump down the cliff. You can do this too, but 
it may cost you points; instead, head east and walk. When you reach 
Selphie, she'll join; she inherits Seifer's spells, but just in case 
you're paranoid, you might want to Junction Exchange Seifer with Quistis 
before he leaves, then Quistis with Selphie.

Anyways, after Selphie joins up, head into the communications tower. 
(that's the building right ahead of you, in case you weren't paying 
attention) There's a Save Point here, as well as a Draw Point with 
Blind. Save, then go up the elevator...

There's a short scene with a Galbadian commander, Biggs, talking to a 
soldier named Wedge. Then there's an FMV of the communications tower 
activating. (looks more like a big gun than a communications tower...) 
Then, Biggs notices you and tries to get away, but Seifer stops him. 
Cornered, Biggs attacks.


Weak against Poison

Wedge (appears after some time)
Weak against Poison

So easy you don't need a strategy. If you want, draw some Esuna spells 
from Biggs. When you do enough damage to one of them, they'll be blown 
away by some wind and you'll have to fight...

Flying Monster

This can be a long battle. There are two notes here; first, you can Draw 
the Siren GF from the boss. Second, you can Draw Double spells, which 
are good for Junctions and allow you to cast two spells in one turn. The 
quickest way to beat Elvoret is to have everyone summon their GFs; when 
Boosted to around 125%, they'll do around 300 damage to it. When you 
win, you'll get some Cottages or Elixirs, some G-Returners, and the 
March Issue of Weapons Monthly, as well as Siren if you Drew it.


GF Siren's Stats:

Level 3
Starts with Mag-J, ST Atk-J, ST Def-J, GF, Draw, Magic, Item

After you defeat Elvoret, Selphie says that you have to get back to the 
shore by 1800 hours. Seifer says that leaves only 30 minutes, and a 
timer counts down. You can equip Siren if you want, but I don't 
recommend it, as the clock's ticking. Go down the elevator, save if you 
want (I _highly_ recommend using a separate file) and then leave the 
tower. However, Biggs sends a huge spider-like robot to attack you...


Weak against Thunder

If you've got Str-J on, you can probably knock it out quickly. Once it's 
down, run away.

Head to the right quickly. On the next screen, you'll see the robot 
shortly; move quickly. When the screen fades, hold left and the control 
pad IMMEDIATELY. If you don't move immediately, the robot will catch up 
to you and you'll have to fight it again. On the next screen, WALK when 
you come to about the middle. Otherwise, the ground will shake and 
you'll be forced to fight X-ATM092 again. Next screen... no problem. The 
bridge is after that. After you move far enough to the right, the robot 
will jump over you; immediately turn around until you hear it jump 
again, _then_ run to the right and off the screen. This lets you avoid 
another battle with it. From here, it should be easy to make it to the 
shore, and when you do, you'll see an FMV of Quistis blasting the robot 
with a gatling gun.

Note: Apparently, it's possible to destroy X-ATM092. I'll have a 
strategy for that once I do it.

(Be warned. My titles are going to get worse.)

 -Balamb Garden
New Rare Cards: Zell

You'll arrive in the town of Balamb. With Zell in the party, you can 
play cards with his mother; she has the Zell card. Leave town and save 
before trying it, though. Win the card (or don't) and go back to Garden. 
You can get into a few fights before you go, though. If you're going to 
build up Siren, I suggest Boost first, then L Mag-RF, then Tool-RF, and 
pretty much whatever you want after that.

When you go back to Garden, Zell and Selphie will leave. Head to the 
main lobby; Cid, Xu, and Quistis are standing in front of the directory. 
Talk to them if you want, then head to the right and talk to Seifer. 
After a brief scene, head to the elevator; I don't remember exactly 
when, but at some point you'll be told to go to the 2nd floor hallway. 
Go there and wait; after a while, one of the Garden Faculty will tell 
Squall and Zell they've been chosen as SeeDs. You'll automatically go to 
Headmaster Cid's office and receive your SeeD Rank report; in addition 
to Squall and Zell, Selphie and another student have been chosen as 
SeeDs. (You'll later find out that the fourth SeeD's name is Nida.) 
After regaining control, talk to Cid and he'll add a "Battle Meter" to 
the tutorial. You may have to talk to him again to play cards with him 
later; I'm not sure.

After talking to Cid, leave the room. You'll automatically take the 
elevator to the second floor walkway. Talk to the others, then head to 
the hallway. After a short scene, your SeeD Rank Report will be 
displayed. I'll have a full explanation in a future update, provided 
someone gives me the information.

Now you're in the Dormitory; Selphie tells Squall to go to his room and 
get his SeeD uniform. Do so, then leave the room and go to the dance. At 
the dance, Zell and Selphie will talk to you; Selphie asks if you'll 
join the Garden Festival committee. Answer either way, then she'll 
leave; then, a girl in a white dress asks Squall to dance. After some 
more dialogue, you'll get to see a rather amusing FMV of the dance. =) 
After the dance, the girl leaves... but you'll be meeting her again soon 

Quistis then appears and compliments Squall on his dance, then tells him 
about the "secret area" at the Training Center. She tells Squall to 
change into his regular clothes, then meet her at the Training center; 
leave the screen and you'll automatically be in Squall's dormitory. Go 
into Squall's room and change. Now leave and head to the Training 
Center. Quistis will give you a Tutorial about Status Junctions, and 
tell you that Junctioning Sleep on your weapon will make it easier to 
defeat T-Rexaurs.

In the Training Center, you'll mostly encounter Grats; you can Draw 
Sleep and Silence from them. You should have plenty of the former, but 
the latter are good to have too. Draw 100, because there's going to be a 
Boss that uses Silence soon, and you'll want them for status defense.

You'll also find T-Rexaurs occasionally; you can run, or you can be 
prepared by giving Squall Ifrit and Siren, with 100 Blizzards on Elem 
Atk (T-Rexaur is weak against Ice) and 100 Sleeps on ST Atk, as well as 
a good Strength junction (like Water). Quistis should summon Shiva and 
use Boost. You can also try Carding T-Rexaur once its HP drops below 
about half. You won't get any Exp that way, but you will get 10 AP.

At any rate, getting through the Training center is fairly simple. Go 
either left or right; there's a Draw Point with Blizzard on the right 
path. Also, a man sometimes appears here and sells you items, but I'm 
not sure when he firsts shows up. Anyways, the "secret area" is near the 
save point. At the secret area, Quistis explains that she's been demoted 
from an instructor to a normal SeeD; Squall doesn't care. This scene 
pretty much tells you what to expect of Squall for much of the game...

After the scene, save, then head out of the Training Center. When you 
try to leave, you'll see the girl from the infirmary being attacked by a 
huge insect; she'll recognize Squall and Quistis, then the monster 
attacks you.


Flying Monster


This battle is EASY. Draw Sleep from Granaldo and cast it on him; it 
works rather often. The Raldos won't attack, Granaldo will just whack 
you with them. Kill two of them, (they only have a couple hundred HP) 
then Draw Protects from the last one, putting Granaldo back to sleep 
when necessary. You can also draw Shell and Blind from Granaldo; you 
don't need a lot of Blinds, but Shell will be quite useful. Once you've 
got all the spells you want, kill the last Raldo, then kill Granaldo 
with your strongest attacks. You'll win a bunch of Wizard Stones.


After the battle, some strange troops will take the girl with them, and 
Squall and Quistis will wonder who she was...

I suggest turning the Wizard Stones into Curagas with L Mag-RF, then 
Junctioning those to HP. Anyways, once you leave the Training Center, 
Quistis will talk to Squall briefly and then leave. Head back to the 
Dormitory; when you go there, Zell tells you that as a Seed, you've got 
a new room. Squall will head off to sleep, thereby ending one of the 
longest days in RPG history.

(Yes, I believe I've already told you about my amazingly creative 

-Balamb Garden
New Rare Cards: Seifer, Diablos (See Side Quests)
New GFs: Diablos (See Side Quests)
Items: Magic Lamp, Pet Pals Vol.1, Weapons Mon Apr

You'll wake up in Squall's new room the next day. Check the desk for a 
Weapons Monthly issue. Then head out of the Garden; Cid and a Garden 
Faculty will tell you about your first mission; to go to Timber and meet 
with a resistance organization. After the scene, talk to Cid and he'll 
give you a Magic Lamp; even if you don't talk to him, he'll give you the 
Lamp when you try to leave. The Magic Lamp will allow you to challenge 
Diablos; see Side Quests for more information.

Before heading to Timber, there's one more rare card you can get; head 
back into Garden and go to the elevator. You'll be allowed to take the 
elevator to the third floor, where Cid's office is. Here, you can play 
cards with him; he has the Seifer card, a VERY good card. Try to win it 
now if possible.

Anyways, to get to Timber, you'll have to go to the train station in 
Balamb. To get there, go to Balamb, and go left at the second screen. 
The Queen of Cards is at the station; see the Side Quests section for 
more about her. Even if you don't want to do that side quest just yet, 
you can still play her to get a better trade rule, like Diff or All. 
This will make your future card games more rewarding; be careful of the 
Direct rule, though.

You'll have to pay 3000 gil for a train ticket. Do so, then get on the 
train. There's a short scene; when it's over, follow Zell into your 
cabin. Zell gives you a Pet Pals magazine; (more on those later) then 
Selphie comes in, and everybody falls asleep...


 -Laguna Flashback 1
Draw Points: Cure(r), Water(r)

You're probably wondering what the heck just happened. You're now in 
control of three Galbadian soldiers named Laguna, Kiros, and Ward. 
You'll notice that your items and abilities have been transferred to 
these guys; Laguna has Squall's abilities, Kiros has Zell's, and Ward 
has Selphie's. Their Limit Breaks are different, though. Anyways, just 
follow the path; it's completely straightforward, but you'll see some 
grayed-out text in the dialogue boxes... those are Squall's thoughts. 
You'll be fighting Funguars and Geezards here; they don't pose much of a 
threat. Once you reach the car at the end, you'll arrive in Deling City 

Laguna parks the car in the middle of the street, despite Kiros' 
protests; then he offers to take Kiros and Ward for a drink. Head to the 
right, then up one screen. You'll come to the Hotel. Use the Save Point 
if you want. Now, go downstairs; the waitress will offer to show you to 
your table. Pick the greyed-out choice a few times for some laughs; 
eventually, you'll want to accept. Once Laguna, Kiros, and Ward are 
sitting down, Julia will come on to play the piano; Kiros and Ward will 
tell Laguna to go and wave to her. Walk towards Julia. After some 
dialogue, Julia will come to Laguna's table and sit down; she'll then 
invite him to her room to talk. (I said to talk, you sickos.) Talk to 
people if you want, then head upstairs. Talk to the guy at the front 
desk and pick the option refering to Julia. You'll be taken up there; 
Julia will offer Laguna a seat. After you regain control, talk to Julia 
for some more dialogue. The scene ends with Kiros telling Laguna they 
have a new assignment...

After that, Squall, Zell, and Selphie wake up. Selphie said she had a 
great dream, then mentions Laguna's name; Zell says there was a Laguna 
in HIS dream too, and then they realize that the three of them must have 
had the same dream. After some more dialogue, the train will arrive in 


 -Timber: Forest Owls' Base
Rare Cards: Angelo
Items: Pet Pals Vol.2

When you get off the train, you'll be met by somebody. If you payed any 
attention at all to the mission briefing, you know that the correct 
response is "But the owls are still around". Pick the wrong one and 
you'll see a rather amusing scene. ^_^ However, if you pick the wrong 
one, I think you'll only gain 1 SeeD rank from successfully completing 
the upcoming mission. Anyways, the man will lead you to a train. This 
train is the base of the Forest Owls, one of many resistance groups 
dedicated to the independence of Timber. On the train, another man 
introduces himself as Zone, leader of the Forest Owls, and introduces 
the guy who brought you here as Watts. They'll tell Squall to go and 
wake up "the princess". Note: You can play cards with Watts. He has the 
Angelo card. If you're wondering "Who's Angelo?", you'll see soon 

Anyways, head up the stairs. On the next screen, there's a Save Point in 
the room to your left; be sure to make full use of it during this part. 
Head up one more screen and into the next room to find the "princess". 
It turns out that the "princess" is the girl from the dance; you'll 
quickly find that she's very enthusiastic (to say the least) about 
having SeeD helping the Forest Owls. She'll leave, then realize she 
forgot to tell you her name; you'll be able to name her. Rinoa is the 
default. She'll then introduce you to her dog, who you can also name; 
the default name is Angelo. Then you'll get a Tutorial about how to use 
Rinoa's Limit Breaks. You have a Pet Pals magazine, so read it and 
you'll be able to have Rinoa learn Angelo Strike. Anyways, head to the 
meeting room for your mission briefing.

Rinoa, Zone, and Watts will go over the plan. The explanation is long, 
but what you actually have to do is fairly simple. BTW, if you don't 
understand how to enter the codes, you have to push the appropriate 
buttons on the controller. Anyways, after the briefing's done, save. 
(Sidenote: You can look at the dummy president in the Save Point room 
and talk to the Forest Owls in the room for more details about it.) 
Also, head to Rinoa's room and you can find Pet Pals Vol.2, which 
teaches Angelo Recover. When you're ready to start the mission, talk to 
Watts and tell him you're ready.

You'll now start on top of the Forest Owl's train. (Note: This is some 
pretty cool music.) Move left and talk to Rinoa. The President's train 
will show up, and a timer will appear. Rinoa jumps over to the other 
train; do the same by pressing the X button. I'm not sure if you can 
mess up the timing on this one, or what happens if you do. Anyways, on 
the next car you'll have to deal with the sensors. This isn't that 
tricky; if you move quickly, you don't have to worry about the sensors 
at all. However, if you _do_ have to worry, in case you don't remember 
your briefing, stay still if the blue guard is below you; if it's the 
red, move.

Once you're on the next screen, you'll meet up with Rinoa. The timer 
disappears and freezes during this part. After a scene showing what's 
happening in the President's car, you'll be on the 1st escort car. Zell 
and Selphie will keep an eye on the guards for you; you can also take a 
look for yourself with the L1 button. Anyways, Rinoa asks if you 
remember how to enter the codes; the timer's stopped, so there's no time 
penalty for hearing it again. (It might affect the rank increase later, 
though.) Just go down, (note: the timer starts up again when you're able 
to go down) and when Rinoa calls out the codes, enter them quickly. You 
can _probably_ enter all 3 codes before the guards reach you, but play 
it safe and stop after the second if you need to. After entering all the 
codes, you'll automatically climb back up. Head to the right. After 
another scene, you'll be uncoupling the 2nd escort car. This one takes 5 
codes, and you won't have Zell and Selphie watching the guards, so it's 
a bit trickier and you'll _have_ to climb back up at least once. I 
suggest climbing up after entering the second code, waiting for the 
guards to pass, then entering the last 3 codes all at once. After 
entering all the codes, you're done; head to the left.

Note: If you get caught by the guards, you'll have two choices. The 
first choice is something along the lines of "No big deal". The second 
is "It's all over...". If you pick the first choice, you'll start back 
at the section you were at with about an extra minute. However, you 
won't get the rank increase. If you pick the second choice, you'll get a 
Game Over.

You'll now be back on the Forest Owls' train. If you did everytyhing 
correctly on the train and gave the correct password when you met Watts, 
your SeeD rank will go up by two; if you did everything right on the 
train but gave the wrong password, your rank will only go up by one. (As 
far as I can tell, anyways.) Anyways, Rinoa will say that she's going to 
enter "serious negotiations" with the President. You'll go to the menu 
screen to re-equip GFs; Zell's and Selphie's have been unjunctioned, so 
make sure to set them up again. I suggest putting 100 Silences on ST Def 
for the character with Siren; it'll be quite helpful.

Save, then talk to Rinoa and tell her you're ready. You'll go into the 
President's car, only to find you kidnapped a fake. Then the fake 
attacks you.


Fake President

This is easy. The Fake President attacks you, but he doesn't do much 
damage. Draw Cure spells if you need to restock. After taking some 
damage, he turns into...

Undead monster
Very weak against Holy
Weak against Water, Ice
Immune to Poison

(You knew he was going to turn into a monster. Admit it.)

If you didn't get a whole bunch of Esunas and Doubles from the battle at 
the Dollet Communications Tower, now would be a good time to Stock them. 
Gerogero mainly uses status ailments on you; Berserk, Slow, and Silence 
are the major worries. If he casts one of these on you, Draw Esuna from 
him and cast it on the afflicted member. (The reason I suggested putting 
Silence on Status Defense was to prevent Silence on one character, which 
may make the battle go faster.) He also hits you with Blind and Curse, 
but these are less of a problem. Heal when you need it. In addition to 
Esuna and Double, you can Draw Zombie and Berserk from him; however, 
these aren't very useful for now, so you can go without if you want. 
After you're satisfied with your spell stock, you can kill him quickly; 
just Draw Double from him, cast it on yourselves, and cast two Cure 
spells on him every turn. Since he's undead, Cure will damage him, and 
with 100 Waters on Magic, it will hit him for about 400 HP each time. No 
problem. You'll win some Zombie Powders and 20 AP.


After defeating Gerogero, you'll be back in the briefing room. Watts 
will come in with some new information. It seem that Deling is in Timber 
to make a broadcast from their old TV station, which seems to be why 
they fixed up the Dollet Communications Tower. After some more talking, 
you'll gain control of Squall. Talk to Rinoa. After some more dialogue, 
you'll make a party with Rinoa in it to go to the TV station. When you 
want to get off the train, talk to Watts and tell him you're ready. 
Note: This is your LAST chance to get the Angelo card and Pet Pals Vol.2 
for quite a while, so be sure you have them before getting off the 

There will be a short scene, then you'll be in Timber.


Note: Most of the following section (after the first three-and-a-half 
paragraphs) was written by Matt Hobbs, since I was past Timber and 
didn't feel like replaying it. However, he missed a couple of things, so 
I've added in my own notes. I've also tried to fix most of his typos.

Draw Points: Cure(r), Scan(r)
Hidden Draw Points: Blizzaga
Items: Girl Next Door, [Buel Card], [Tonberry Card] or [Forbidden Card]
Enemies: G-Soldier, Elite Soldier

Head back towards the train station. Here, you'll find a Pet Shop. This 
sells some useful items, such as Amnesia Greens (make a GF forget an 
ability, allowing you to teach it a different one) and two Pet Pals 
magazines, which teach Invincible Moon and Angelo Reverse.

BIG TIP! The Pet Store sells GF, Draw, Magic, and Item Scrolls. The 
purpose of these scrolls is to reteach the appropriate ability to your 
GFs if you used Amnesia Greens to forget it. However, they have another 
use; with Siren's Tool-RF, each scroll can be made into 10 Wizard 
Stones! That's 50 3rd-level spells. This will be especially useful to 
keep in mind once you get the Call Shop ability later on.

Anyways, the train's not running now, so you can't go back to Balamb. 
You also can't leave Timber; if you head to the gate, you'll see a pair 
of Galbadian soldiers harrassing two guards and you'll get into a fight. 
The guards will be grateful if you defeat the soldiers, but they won't 
be able to let you through. You also can't stay at the hotel (the owner 
warns Rinoa that there are Galbadians staying there), but there's a Save 
Point in there, so be sure to use it. Next to the inn is a junk shop 
where you can remodel your weapons if you have the parts. Since you 
probably don't (unless you've been playing a lot of cards), just ignore 

Anyways, head back to where the Forest Owls' train was and leave the 
screen by the Northeast exit. You'll see the Timber Maniacs building 
right ahead of you; go inside. Examine the magazines in the first room; 
in one pile, you'll find the "Girl Next Door" magazine. Hold on to this; 
it'll let you get the Shiva card later on. (DF's Note: Here's where 
Matt's part of the walkthrough begins.) That yellow magazine laying on 
floor in the back room is an old issue of "Timber Maniacs" (the 
magazine); get it. In this same room, you can talk to the man in the far 
back for some rather amusing scenes. (No matter which option you pick, 
the guy starts rambling on about nothing, and Squall gets angry. ^_^)  
Before leaving, go in the small 'closet' left of the front desk. You 
can't see it (even with Move-Find set), but there's a Blizzaga draw 
point somewhere behind the shelves; just feel around for it, you're 
bound to find it eventually. Unfortunatly, this particular draw point 
never recharges... Once you've gotten everything, leave Timber Maniacs.

The house next door isn't of any real importance. Talk to the lady 
wearing the apron to learn that you can get to the TV Station by way of 
the back alley behind the pub. She says you can see the alley from the 
window upstairs, and suggests you take a look. Might as well... Well, 
it's not much of a sight, but it gives you an idea of what to do next. 
Oh, and despite what the kids say, you don't lose any money. Speaking of 
those kids... Notice how they seem to be speaking in "AOL" language? =P  
(It's not r kitty u know!)

Back in the city, head right. The pub that you're headed for is 
downstairs, but go into the tunnel to the right first. At the entrance 
is some strange girl who's willing to give you 'secret information'. 
It's not at all useful, though, so you can just ignore her and go right 
into the tunnel. You'll come out on some train tracks in a back part of 
the city. Climb the stairs and go into the small house. Talk to the old 
man sitting on the couch, and he'll ask if you like beverages; say yes, 
and he'll allow you to drink some water from the tap on the opposite 
wall. This seems rather pointless at first, but try taking him up on his 
offer and having a drink. This is no ordinary water, but rather the 
"Owl's Tears" that Watts spoke of. Your HP will be restored to full. Oh 
yeah... Should you wanna be a heartless jerk, you can steal 500 Gil from 
the old man by repeatedly examining the cupboard below the mirror. If 
you do this, however, you lose access to the Owl's Tears...

Anyway, across the bridge just outside the house is a save point. Use it 
if you need to, but don't waste time taking either of the lower roads 
here, as they just lead to pointless dead ends; go back through the 
tunnel you came from, and head downstairs.

Just outside the pub, you'll hear two Galbadia Soldiers gloating over a 
card they swiped from one of the town citizens, and when they spot you, 
they attack. After beating them, you'll get the card they stole: a Buel 
card. In the area near the pub are two points of interest: an item shop 
and a 'Cure' draw point. Buy stuff if you want, then enter the pub. 

There's some drunk here ranting about the town's situation, who mentions 
that some soldiers stole his card. Well, that door behind him that he's
convienient blocking is the way to the back alley, so you might as well 
talk to him... You have two options here.

(DF's Note: Matt hadn't tried buying him a drink, so I've altered this 
part a bit.)

1) You can offer to buy him a drink for 100 gil, at which point you'll 
get 6 choices for what drink to give him. If you give him the right 
drink, he'll move; if you give him the wrong one, you've just wasted 100 
gil. If you want to do it this way, talk to the other customer in the 
pub to find out what color bottles the drinks are in, and which ones are 
"sweet" and "bitter". Then, look at the drunk to see what color bottle 
he's holding, then to the waitress to find out whether he likes "sweet" 
or "bitter" drinks. (Though I think the waitress has it wrong.) Give him 
the right drink and he'll move out of the way, as well as giving you a 
Forbidden card.

2) Alternatively, you can offer to give the card you won outside back to 
him. In thanks, he lets you keep it, and gives you a Tonberry card as 
well. He then asks the owner to move him out of the way, clearing the 
path to the back door.

Two things here: A save point, and a 'Scan' draw point. (For some 
reason, though, it doesn't always seem to be here, and it's not hidden.) 
Use them if you'd like, then head left and go up the long staircase. At 
the top, you'll be stopped by Watts, who says that the whole TV station 
is under heavy guard, and that it'd be a bad idea to just bust in. Rinoa 
hesitates a bit, then decides to change her plan. At this point, Squall 
gets angry at the Timber Owls' general lack of organization, and starts 
yelling at Rinoa... Upset, she runs off, and Selphie shows up to take 
her place. There's now a scene where President Deling makes his live 
broadcast -- the first one in 17 years. Unfortunatly, he's not 
announcing Timber's independance as Rinoa had hoped... Instead, he 
speaks of 'peace talks', using his new ambassador, the Sorceress... His 
'noble' speech is cut short, however, by a rather untimely visit from 
Seifer and Quistis. Seifer, in his usual nature, tears the place
up, cutting off the broadcast, but not before Quistis orders Squall's 
group to assist them. The team then dashes up the stairs. Make your way 
to the TV station now, and you'll witness a long chain of scenes, which 
results in Zell accidentally revealing to Galbadia that they're from 
Balamb Garden, and the Sorceress making her grand appearance, then 
disappearing with Seifer...

After the events have played out, you'll end up back outside the TV 
station. Head back down the stairs, where Rinoa and Quistis are waiting. 
Rinoa reveals that their base was found by Galbadia and was totally 
destroyed. Fortunately, Zone and Watts managed to escape. After 
informing you of this, the women run down the stairs. At the bottom of 
the staircase, Rinoa will suggest that they get out of Timber for a 
while, and runs off again. You'll meet up with Rinoa yet again at the 
bar, where a woman suggests that the team hide out at her house for a 
while. To get there, just follow the girls, and enter the house next to 
the Timber Maniacs building. After a short discussion about the fate of 
Seifer, the woman comes back upstairs and tells you that the Galbadia 
Soldiers are withdrawing from town. The team then decides the next plan 
of action. The Garden code states that after a mission, if the main 
Garden is unavailable, report to the nearest Garden. In this case, 
Galbadia Garden. (Excuse me? "Galbadia" Garden? Aren't we trying 
to get *away* from Galbadia? ^_^)  After forming a team (which can now 
include Quistis), head back out into town. Before leaving, however, the 
woman gives you a Potion, a Phoenix Down, a Soft, an Antidote, and a 

Back in town, you'll notice a lone Galbadia soldier roaming around... 
Though it may not seem like the most intelligent thing to do given the 
situation, go over and talk to him. Turns out it's not a soldier at all, 
just your old friend Watts in disguise. He says that the trains are out 
of service, but that one last train will be heading out of town shortly. 
Now head right, and you'll be stopped by a "Mystery Man", who turns out 
to be Zone. He tells you thst all the tickets to the last train out of 
town are gone, but that he managed to get the last five... He and Watts 
remain in town, allowing your team to escape via train...  Head into the 
tunnel, and cross the bridge and head south. This is the train station. 
Board the train, and ride it out of town.

You've finished the main stuff here, but there's still some stuff to get
should you wish to return to Timber. The inn is now opened, and you can
find another issue of "Timber Maniacs" in the hotel room. (DF's Note: 
Too cheap to pay for the inn, but still want the magazine? There's a way 
to get into the hotel room for free, although you can only do it once. 
First, go to the railway bridge near the "Owl's Tears" house. You'll see 
a girl stuck on the tracks, and hear a train. Talk to the girl a few 
times and the screen will flash white, then you'll be in the room and 
can get the magazine. My, that was a long note.)

Also, a man standing on the bridge overlooking the three railways will 
give you a free Potion if Quistis is on the team (or maybe you just need 
a female; I'll check). (DF's note: In my old game, he always mentioned 
Rinoa... strange.) He'll run off, but he'll return later, so basically, 
you can get an endless number of potions from him. Also, there's a man 
outside the Timber Maniacs building who says that he's starting to think 
he should give up. Tell him "No way", and he'll reward you with a Pet 
Nametag later. Finally, if you wanted that 500 Gil from the man in the 
"Owl's Tears" house, but didn't want to lose the healing feature, go 
ahead and do it now. You don't need it anymore now that the inn is 
opened. Still, this is a rather stupid act, and it may lower your SeeD 

(This is about the least creative title yet...)

-After Timber...

If you want, you can stay on the train and get off near Dollet. See Side 
Quests for things you can do there.

At any rate, your goal is a small forest near the East Academy station. 
Before going in, make sure Squall, Quistis, and Selphie are well-
junctioned. Inside the forest, you'll meet up with your other two 
teammates and there'll be some dialogue, where Squall is his usual 
charming self. =P After a while, Squall, Selphie, and Quistis will fall 
down... Rinoa will ask what happened, and Zell will say he thinks they 
went to the 'dream world'...

 -Laguna Flashback 2
Draw Points: Sleep(r), Confuse(r), Cure(r)
Hidden Draw Points: ?

Laguna time again. Squall is Laguna (he always is), Selphie is Kiros, 
and Quistis is Ward.

Laguna, Ward, and Kiros will talk for a bit, then you'll gain control. 
On the next screen, there's a Draw Point with Sleep; use it if you need 
to. Head across the walkway, and you'll be attacked. In the first 
battle, you'll be back-attacked by one Esthar Soldier; then you'll fight 
three. Not a major problem. You'll probably get a few Potions from 
defeating them. 

A few comments before I continue with this walkthrough. Considerably 
later in the game, you'll be able to explore this place again, and the 
things Laguna does here will affect what items you can get when you do. 
Follow this walkthrough and you should (hopefully) be able to get all 
the items later. Also, a note on enemies. There are 4 kinds of enemies 
you'll fight in this place. You've dealt with the standard Esthar 
Soldiers already, and you'll be fighting more of them. There are also 
cyborg Esthar Soldiers; they're somewhat stronger than the normal ones. 
There are two ways to tell them apart; by color, or if you're not sure 
about the color, see what they have to Draw. If there's no Cure spell of 
any level, it's a cyborg. Neither type of Esthar Soldier can be Carded. 
The other two enemies are Elastoids and Gespers. You can draw Dispel 
from the Elastoids, and make their cards into Steel Pipes. The Gespers 
have Shell and Protect spells to Draw, and Float if they're at a high 
enough level. They also frequently drop Black Holes, which teach Quistis 
Degenerator, and can be made into Demi spells with Diablos' Time Mag-RF. 
If you have the time, get 100 Demi spells for each character and 
Junction them to your Magic stat. You can Card the Gespers and make 
their cards into Black Holes as well.

That said, head inside the excavation site; there are two entrances on 
this screen. One is a door, the other is just a ladder. If you go down 
the ladder, Laguna will get a leg cramp; I'm not sure if this affects 
anything. However, I suggest going down the ladder first, if only to 
save a little bit of time. 

Head up one screen and left one screen, then examine the rubble near the 
bottom of the new screen. Laguna will pick up an old key, but it will 
fall out of his back pocket. Go left three screens and examine the 
rubble on the left side of the screen; Laguna will find another key, and 
put it in his shirt pocket. However, he sneezes, and loses the key 
again. (I don't know if getting the keys affects anything, but I don't 
think it hurts.) The ladder here will lead to the other entrance to the 
facility; ignore it for now and go back one screen. 

There are 3 panels here; when you walk across the one in the middle, 
you'll hear a clicking sound. There's a lever on the panel; examine it. 
(It's near the top of the screen.) Laguna will notice that the lever is 
loose, and suggest loosening it all the way to set a trap for the Esthar 
soldiers. Kiros and Ward are skeptical; after the brief dialogue, you'll 
have the option to either tamper with the lever or ignore it; tamper 
with it. You won't be able to cross the panel after tampering with it, 
but do it anyway. Leave the screen, and an Esthar Soldier will walk over 
the panel, which will open under him and make him plummet. Go back to 
the ladder where you came in; climb up and you'll be back outside the 
place. Go in through the door. There's a walkway here, and you have 
three paths you can take. The left path leads quickly to a dead end; the 
right path leads to a Draw Point with Confuse. Use it if you want, then 
take the middle path. This leads to a ladder; climb down.

This screen should look familiar. Go down and you'll be back on the 
screen with the panels. You can only access the leftmost panel; you'll 
notice it clicks when you walk on it. Examine the lever and you'll be 
given the choice to tamper with it again. Do so; Kiros and Ward will 
stop you, pointing out that if you _do_ mess with it, you'll be stuck 
there. However, once you've triggered this event, you can open that 
panel another way... 

Retrace your steps to the other side of this screen, then examine the 
lever on the rightmost panel. Again, choose to tamper with it; it's 
stuck, but again, you can open the panel by another means...

Go back to the screen where you found (and lost) the first key. From 
there, go up two screens. You'll see a small, black object on the 
ground; examine it. As the ensuing dialogue reveals, it's a detonator. 
You'll have the option of using it to move either the nearby boulder or 
the one further down; first, choose to move the one further down. There 
will be a short scene where you see an Esthar Soldier run away from the 
boulder; also, if you tried to tamper with the leftmost panel, you'll 
see it fall open now. Use the detonator again, on the nearby boulder 
now. Laguna and company will run away, and you'll see the boulder roll 
down, scaring away some Esthar soldiers. If you messed with the 
rightmost panel, it'll fly open at this point, too. Laguna, Kiros, and 
Ward will come back onscreen and make some comments, then you'll be back 
in control. Leave the same way they did, and continue for a couple of 
screens until you see a boulder. Examine the boulder, and Laguna will 
push it, taking care of another Esthar soldier. You'll also be able to 
use the Draw Point, which has Cure. Yay. On the next screen is a much-
needed Save Point. Use it, then use the exit on the top of the screen. 
(the path on the right just loops back to where you've been) If you 
didn't trigger the traps, you'll have to fight a whole bunch of battles 
with Esthar soldiers; if you _did_ trigger them, however, you'll only 
have to fight one battle against two cyborgs. When you defeat the second 
one, he'll use an attack called Soul Crush, knocking Kiros and Ward down 
to 1 HP...

After the battle, there'll be some more dialogue, and the flashback will 
end. Squall, Quistis, and Selphie will wake up in the forest, there will 
be some more dialogue, then you'll leave. Note that the forest will just 
be an ordinary forest if you go back. Also, Quistis and Selphie are now 
at 1 HP; if you don't want to bother healing them, just switch Zell and 
Rinoa in. Head to the nearby structure; this is Galbadia Garden.


 -Galbadia Garden
Draw Points: Shell(r), Life(r)
Hidden Draw Points: Haste, Double(r?)

When you enter the Garden, you'll be treated to a short FMV. After you 
regain control, just head through the next two screens. There will be a 
short dialogue sequence when you reach the gates. Go through the gates 
to reach the main hall. There will be an announcement over the PA asking 
you to head to the 2F reception room. To get there, go straight ahead 
(check the beam of light for a hidden Draw Point with Haste) until you 
come to a room with some stairs. (Note: If you keep going straight at 
this point, you'll find a Draw Point with Shell after a couple of 
screens. Also, if you go left from the main hall, you can get to the ice 
rink; you can't get the Draw Point _in_ the rink yet, but you can head 
left to the locker room and a Draw Point with Life.) Go up the stairs, 
and the reception room is behind the door at the bottom of the screen. 
Inside, the party splits, and you control Squall. Talk to Rinoa and 
Selphie if you want; when you talk to Zell, Quistis will come in. In the 
ensuing dialogue, Quistis says that Seifer has been executed by the 
Galbadian government... When you regain control, talk to Rinoa, then 
Quistis. Squall will get frustrated. Head towards the door, and he'll 
suddenly snap at everyone, then run out the door. Note: If you head 
right from this screen, you'll reach a circular walkway above the main 
hall. This leads to an auditorium where you can find a hidden Draw Point 
with Double.

Go down the stairs (Zell's doing push-ups... heh.) and head back towards 
the main hall. Just as you leave the screen, Fujin and Raijin will come 
and talk to Squall. When Squall tells them that Seifer is reportedly 
dead, they won't believe it. After they leave, there will be an 
announcement telling you to go to the front gate. Go there and 
Headmaster Martine will appear when you talk to Rinoa. (Note that Rinoa 
has a bit of trouble with the salute... heh.) Martine will talk for a 
while about your mission, then hand Squall the orders. Squall will 
comment that the orders call for a sniper, and nobody on the team has 
that skill. Martine says not to worry, and introduces Irvine, a 
sharpshooter from Galbadia Garden. Irvine now joins the party, and you 
have all the main characters. Now, talk to Selphie and Squall will 
explain the orders. Your mission is to assassinate the sorceress. 

After Squall explains the orders, Irvine will say it's time to choose a 
party. The screen will fade; when it comes back, Irvine will be standing 
between Rinoa and Selphie, and ask how this party is. If you choose to 
accept, you'll see a rather funny scene and be left with a party of 
Squall, Zell, and Quistis. If you don't, the party selection screen will 
come up. Either way, Squall will give a tutorial on how to switch 
members, then you'll leave Galbadia Garden. You can head to Deling City 
now; if that's what you want to do, head to the clearly visible train. 

However, you may want to take this opportunity to get some Level 6 
cards. If so, go back into the Garden. Take the northeast exit from the 
main hall, then take the door on the right on the next screen. There's 
three students here, all of whom are card players. The girl (who says 
something like, "We're too old for cards") uses all the Level 6 cards. 
Keep playing her until you have whatever cards you want, then leave the 
Garden and head to the train. Go up the stairs, and pay 3000 gil to 
board the train.

Once you're on the train, head to the door you came in by and the other 
team members will arrive. Selphie will head to the hall, and Irvine will 
follow her; go after them to see a short scene. After that, head back to 
the others. There will be another short scene, then you'll arrive in 
Deling City.

By the way, now that you have Irvine, this might be a good time to start 
learning Ifrit's Ammo-RF.

(Amazingly, it's the only one....)

 -Deling City
Draw Points: Thundara(r)
Hidden Draw Points: ?
Rare Cards: Kiros (see Queen of Cards side quest)

Leave the train station by the south side of the screen. Then go up the 
stairs. After a brief FMV, your other two team members will be visible, 
but Squall won't; move up and he'll appear on the screen eventually. 
Talk to either team member and Squall explains that you're supposed to 
meet with General Caraway. On the next screen, there will be a man 
standing by the road; when you see the bus arrive, talk to the man to 
get on. This bus will go right to Caraway's Mansion. Get off and talk to 
the guard. He explains that before you can meet with General Caraway, 
you have to go to the Tomb of the Unknown King and find an ID number to 
prove you were there. (The ID number is different in every game, so you 
basically have to go to the tomb.) Then he gives you a map of the tomb, 
and explains how to use it. (hold Select when in the tomb; when the map 
is up, you can leave by pressing the Triangle button, but your SeeD rank 
will drop) After that, you'll be given several choices:

-Ready to answer
Pretty much self-explanatory. Don't bother with this until you've found 
the ID, though.

-Buy a hint for 3000 Gil
If you choose this, the guard tells you that there's a GF inside the 
tomb, and recommends you buy the location displayer if you're going to 
try and find it. Not worth the price.

-Buy a location displayer for 5000 gil
If you buy this, you can see where you are in the tomb when you look at 
the map. However, it's not too hard to find your way around in the tomb, 
so don't bother with this unless you have a _really_ bad sense of 

The guard repeats what you're supposed to do and where the tomb is.

-Ask him to escort us out of town
The guard takes you to the entrance to the town, and suggests you rent a 

After talking to the guard, head out of town and to the tomb. If you're 
having trouble finding it, look at the world map. There's a place just 
northeast of Deling City where two small peninsulas almost meet; the 
Tomb is at the edge of the peninsula on the west side. If you don't 
understand those directions, just head northeast from Deling City and 
you'll get to the tomb soon enough.


 -Tomb of the Unknown King

Draw Points: Protect, Float
Hidden Draw Points: Cura
Rare Cards: Sacred, Minotaur (see Side Quests)
GFs: Brothers (see Side Quests)

When you reach the tomb, you'll see two Garden students run out. There's 
a Save Point here, and a Draw Point with Protect. Use them if you want, 
then head inside the tomb.

The ID number is on a sword in the second screen inside the tomb. You 
might want to write it down. That's all you have to do here, but it's a 
good idea to get the Brothers GF before going back. See the Side Quests 
section for more details.

(I suppose that title works...)

 -Deling City: Parade
New Draw Points: Esuna(r), Zombie(r)
New Hidden Draw Points: Bio (r)
GFs: Carbuncle
Items: Weapons Mon May

After finishing your business at the tomb, go back to Deling City. Go to 
Caraway's Mansion and give the guard the ID number. (Note: You give the 
ones digit first, then the tens digit, then the hundreds digit.) Now you 
can go to the mansion.

When you approach the doors, Squall will start wondering why both 
Gardens are working with General Caraway, then decide it's not his place 
to think about it. There's a Save Point by the doors; use it if you want 
before going inside. (there's no real need right now, though) You'll 
find yourself in the waiting room, and your teammates are getting 
impatient. Talk to Rinoa, and she'll go to talk to Caraway, mentioning 
that this is her house. After she leaves the room, Carway comes in; 
you'll learn that he's Rinoa's father and the two of them don't get 
along. He says he's decided that she should stay out of the operation 
since she hasn't received the same type of training as the SeeDs. After 
a brief dialogue, Caraway will lead you around the town, explaining the 
plan along the way. Don't get too caught up with the details of the 
plan; the actual sequence will be much less complex. After finishing, 
Caraway says to meet him back at his mansion when you're ready. Note 
that Rinoa is unavailable at the moment. Also, after this point, you're 
going to be using the Junction Exchange option a _lot_...

Back at the mansion, Caraway will decide on the teams. Squall and Irvine 
will form the sniper team, while Quistis, Zell, and Selphie will handle 
the gate. You're in control of Quistis now; head for the door and Rinoa 
will rush in, knocking Quistis back. Rinoa wants to help with the plan 
by using something called an Odine Bangle to supress the sorceress' 
powers, but Quistis says there's no time to make a plan, then leaves 
Rinoa behind on her own. (Quistis is acting like Squall here. =P) Then 
you'll leave the mansion; this would be a good time to save. Follow 
Caraway; Squall and Irvine will have a brief conversation. (With Irvine 
doing most of the talking. =P) There's a Draw Point with Thundara on the 

Once you reach the gateway, talk to General Caraway. (he's a bit hard to 
see; he's standing between Zell and Quistis, except he's further up the 
screen.) After he finishes talking, follow him. There will be an 
automatic event and Caraway will head back to his mansion; then, Quistis 
will decide to go and apologize to Rinoa. You're in control of Quistis' 
team now; return to Caraway's mansion. When you go inside, you'll see a 
short scene with Caraway and Rinoa, then Caraway will try to lock Rinoa 
in. Rinoa rushes out before the door closes... and then Quistis' team 
runs in just as it locks.

The scene shifts to Rinoa. There's a Save Point near where you come on 
to the screen, and a manhole on the Northeast side of the screen. You 
don't have to go down the manhole, but you can find the May issue of 
Weapons Monthly if you head left a few screens down there. There are 
enemies there, so Junction Rinoa properly. You'll have a chance to go 
down there with Squall and Irvine in a little bit. Anyways, what you 
have to do is climb the huge pile of crates and such, which isn't too 
hard. On the next screen, climb the ladder, then move right about one 
step. You can then climb the wall, and Rinoa will arrive in Sorceress 
Edea's chamber. Once you regain control, approach the sorceress; Rinoa 
will get blasted back. There will be an FMV of Edea walking to the 
terrace with Rinoa being dragged behind her, then things start to get 
really weird...

Squall and Irvine notice Rinoa up with the sorceress, then Edea gives an 
unusual speech. President Deling wonders what she's doing and approaches 
her, only to get zapped and tossed aside. Edea finishes her speech, then 
walks away, mentions a "sacrifice", then raises her hand. There's an FMV 
of a lizard-like statue coming to life and then running through the 
streets, accompanied by an identical creature... The monsters jump to 
the terrace and attack Rinoa, an action which does not go unnoticed by 
Squall and Irvine. Unfortunately, the gate isn't open yet, so they can't 
get in to help her.

The scene shifts to Quistis' team. Zell and Selphie start searching the 
room; what you have to do is examine the shelves next to the door to 
find a cup. Then, go the the statue in the upper-left corner of the room 
and examine it to reveal a hidden door. This leads to a stairwell. 
There's a Save Point here, which you should use. Go down the stairwell 
and you'll find a ladder which leads to the sewers. Navigating through 
here can be tough at first, so I'll try to give exact directions. Note: 
In both the stairwell and the sewer itself, you'll fight shadowy enemies 
called Creeps. You can draw Life spells from them. Anyways, from the 
entrance to the sewers, head left, walk to the middle of the ladder 
going across the water, and examine the waterwheel. You'll get on it and 
be taken to another part of the screen. Head straight up. When you reach 
the end of the next screen, Zell will hear the parade starting...

The scene shifts above ground with an FMV of the parade. The gate's 
open, so Irvine rushes for it, then tells Squall to hurry up. Follow 
Irvine, see another FMV, follow Irvine again, see another FMV... huh? 
Seifer's on the Sorceress' float? No time to think about that now. 
Follow Irvine for the last stretch and you'll make it through the gate.

You're now where Rinoa was earlier in the scenario. If you didn't get 
the Weapons Monthly magazine before, get it now, since you won't get 
another chance to find this one until Disc 3. Also, be sure to Junction 
Squall and Irvine, as they've got a boss to fight soon. Climb the 
structure like you did with Rinoa, then head left, climb the ladder, 
then climb the wall. Now head left and climb another wall. Move forward 
a bit and you'll come to the next screen; you're on the terrace now, 
near Deling's body. Head to the back of the screen. Keep going, and 
you'll find the two monsters attacking Rinoa...


Iguion*2 (Most likely, that's short for Iguana-Lion)
Weak against Earth/Holy
Immune to Fire/Poison

Be sure to draw Carbuncle from one of these guys; otherwise, you won't 
have another chance to get it until near the end of the game. Besides, 
they have a Reflect spell up until you get Carbuncle. You can also draw 
Break spells from them if you want, but kill one of them first. Their 
Magma Breath can petrify you in addition to doing a fair amount of 
damage, and they have a powerful combo attack called Resonance. However, 
their physical attacks aren't that strong. Since they're weak against 
Earth, summon the Brothers GF if you got them. Otherwise, just focus on 
one lizard at a time. After the battle, you'll get some G-Returners (You 
can also Mug them during the battle, but then you won't get them 
afterwards; not a big difference) and 20 AP.


GF Carbuncle's stats:
Starting level: 16
Starts with Vit-J, Ability*3, Magic, GF, Draw, Item

I recommend learning Recov Med-RF first. It's only 30 AP, and it lets 
you make Mega-Potions. Mega-Potions heal everyone for 1000 HP and can be 
sold for a nice amount of money. After that, Counter, ST-Def-J and 
Vit+20% are good ones to look at.

Head back one screen and open the hatch to get to the carousel clock. 
Inside, pick up the sniper rifle just to the left of where you come in. 
After some talking, it's back to Quistis' team. Go forward and open the 
gate in front of you, then go to the upper-left corner and open the gate 
there. You'll se a ladder; when you touch it, you'll knock it down and 
can cross the water with it. Follow this path to reach a Draw Point with 
Esuna. Now retrace your steps and go back across the ladder, then head 
left. Go through the next gate, go forward, cross the next ladder, and 
go through the gate on your right. You'll see a Draw Point on the other 
side of the water in this screen; get to it from the next screen. It 
contains Zombie. After getting it, (if you want it) go back to the right 
and examine the waterwheel; then go right and examine the next 
waterwheel to get to the other side. Go down, examine the next 
waterwheel, go down again, examine the waterwheel again, and go down 

You're now on the screen where you entered the sewers. Knock down the 
ladder nearby and cross it. This will let you get back to the Save Point 
in the stairwell. Do so, then go back to where you knocked over the 
ladder and head right. Use the next waterwheel, and you'll come to 
another Save Point shortly. Climb the nearby ladder; you're almost done! 
When you get off the ladder, examine it again and choose to go up. Zell 
will say that you're just in time; go over to where he is and watch the 
FMV. Once it's done, head over to the switch and use it.

The scene shifts to Squall and Irvine arguing. Irvine can't bring 
himself to shoot, and Squall convinces him to try it, if only as a 
signal. Irvine aims, and fires... but Edea blocks the shot with a 
forcefield. Squall gets ready to attack head on, and the menu screen 
somes up; be _sure_ to Junction Squall, Irvine, and Rinoa. After 
preparing everyone, exit the menu screen. There will be a FMV where 
Squall jumps from the roof, makes his way to the gate, and squeezes 
through the bars. (why couldn't Edea do that and escape?) Then he'll 
talk briefly with Seifer, and the battle begins...


Weak against Poison

You've just got Squall in this fight. (Note: His HP is full at the start 
of the battle.) There's no special strategy; just make sure you've got 
good Junctions, or it's going to be a long fight. Not a hard one, 
however; Seifer's physical attacks do only about 70 damage _without_ 
Vit-J. He gets the occasional critical, but even that's nothing to worry 
about. Seifer's spells are the bigger threat, doing 200+ damage; if 
you've got Carbuncle on Squall, try summoning it to reflect them. 
Otherwise, just attack, healing when you need it. He'll go down easily 
enough; in fact, just before writing this I managed to beat him without 
any Junctions. (accidentally closed the menu screen too soon...) You 
won't get anything for winning, but you can use Mug to steal a Hero 
(sometimes even a Holy War) from him during the battle.


Immediately after you defeat Seifer, you'll fight Edea. Luckily, Rinoa 
and Irvine show up to help you at the start of the battle.



Pretty cool music here, huh? Anyways, Edea's spells are nasty, doing 
around 400 damage. You have a couple of choices here; either summon 
Carbuncle, which will cause her to cast Dispel on you instead of other 
spells, or draw Cura from her when you need to heal. She also has a very 
weak attack called Astral Punch; it does about 30 damage with Vit-J. 
Note: You can Mug her for an Elixir. Actually, you don't need to win 
here; the battle ends automatically after Edea says something like "Time 
has run out, SeeDs!" After the battle, you'll get 20 AP.


After the battle, there will be an FMV of Edea shooting a huge ice spear 
at Squall, then the scene fades out and you get a prompt to save...



-Disc Two

(Have I mentioned enough times how bad I am at coming up with titles?)

 -Laguna Flashback 3
Draw Points: Dispel(r), Drain(r)
Hidden Draw Points: Curaga, Reflect(r)

Yep, it's another Laguna sequence. This time, there's no setup, you're 
just thrust into it. Anyways, as the scene opens, a little girl named 
Ellone tells Laguna that someone's come to see him and is waiting at the 
pub. After you regain control, use the save point, then search near the 
door for a hidden Curaga Draw Point. Go downstairs and talk to Ellone, 
then leave the house and head to the pub next door. Laguna will call 
Ellone over, then you can go inside. Note: You may get into random 
encounters when wandering around outside. These fights are easy, just 
Bite Bugs and Caterchipillars. Anyways, inside the pub, you'll talk to 
Raine, then Kiros will show up and greet you. Talk to him. After a 
while, you'll be given some choices of things to ask Kiros about; ask if 
you want, but when you're done, pick "Let's talk later...". Kiros will 
join up with you, and you'll go off to fight some monsters. Be sure to 
re-Junction Kiros; note that he has Irvine's stats in this sequence. 
Leave the pub. In the southeast section of the area you're in, you can 
find a Draw Point with Dispel, but it's not really needed. Head south 
from the pub entrance to find a wooden bridge. When you go to the 
bridge, Laguna and Kiros will have a short talk. After that's over, head 
south. On the next screen, you'll see a Draw Point with Drain. Use it if 
you want, then head south, or east for a hidden Draw Point with Reflect. 
Basically, just keep heading south until you reach the town entrance. 
(Buy stuff in the nearby shop if you want.) Then head back to the pub 
and go upstairs. Raine and Ellone will be talking; Laguna wants to 
leave, but Kiros makes him eavesdrop. =P After Ellone and Raine's 
conversation, you'll regain control. Talk to Raine and you'll tell her 
how many monsters you've defeated on your patrol. Raine tells you to 
head to your room and get some rest. Go back to where the flashback 
started, (if you forgot, it's upstairs in the house next to the pub) 
save if you want, (probably a good idea, as there's a _long_ sequence to 
go through before you can save again) and rest in the bed. That's it for 
this flashback...


 -Desert Prison

Draw Points: Berserk(r?)
Hidden Draw Points: Thundaga(r?)
Items: Tent, Pet House, Pet Nametag, Str Up, Combat King 001, Cottage, Rename Card

After the flashback, Zell wakes up in a prison cell with Selphie, 
Quistis, and Rinoa. Quistis asks if he was in the "dream world" again, 
and Selphie asks about Laguna. Zell says he was Ward and was working in 
some sort of prison. Now you'll be in control of Zell. Talk to Rinoa 
twice and she'll ask if Zell recognizes this room. He'll realize that 
Ward was working in the prison they're now in...

After some more dialogue, the scene shifts to Squall. He'll try to think 
about what happened, then there's an FMV of an elevator carrying him 
up... Now it's back to Zell and the others. Some guards come in, 
threaten you, beat Zell up, and take Rinoa away. Back to Squall; the 
elevator stops, then Seifer walks in and tells two small red creatures 
(Moombas) to take Squall away. In the next scene, Squall is hooked up to 
a torture device. Seifer tries to get Squall to tell him what the secret 
of SeeD is, but Squall isn't aware that there _is_ one. Seifer gloats 
for a while, and the scene fades out...

Back to Zell... (getting tired of this yet? =P) Selphie tries to cast a 
healing spell on him, but it doesn't work very well due to some sort of 
anti-magic field. A Moomba comes in with some food and trips, then the 
guard comes in again and threatens the Moomba. You have the choice to 
help the Moomba or not; help it. You'll scare the guard away, and 
Selphie will try to heal the Moomba. Choose to help.

Now it's Squall again. Seifer gloats some more, then leaves and tells a 
guard to continue the interrogation. After a while, you'll be given a 
choice between "...Just let me die" and "...I'll lie... I 
must...live..." Choose the first option to save yourself a little 
trouble later on in the prison. Either way, the scene will shift back to 
Zell. Talk to Quistis and you'll start planning how to escape. Zell 
decides that, since he uses his fists as weapons, he'll go and get the 
other characters' weapons back. Zell gets the guard out of the way, then 
leaves the cell with the Moomba following him. First, re-Junction Zell, 
then go downstairs for a Save Point. (About time!) Then go up to Floor 8 
to find the guards with your weapons. Head towards them and they'll 
comment on the weapons. Get closer and they'll spot you, then attack. 
They're pretty easy to beat, even though you only have one character. 
They can cast Sleep on you, but that's about it. After you win, Zell 
will reclaim the weapons.

Now it's back to Squall. Some Moombas will call him Laguna, then let him 
down from the torture device... Then the scene shifts to Zell, Quistis 
and Selphie. They've got their weapons back now, and the menu screen 
comes up so you can Junction them. After you exit the menu, you'll hear 
some guards talking... Biggs and Wedge come in and recognize Zell and 
Selphie. After some rather funny dialogue, they attack you.



Yep, them again. And they're just as easy as before. You may want to 
draw some spells from them, since they're so easy;  Wedge has Reflect, 
and Biggs has Regen. (As well as Haste and Slow, but you should be able 
to refine those easily.) Reflect is a good Junction for Spirit, and 
Regen is good for HP. Mug Wedge for a Strength Love, and Biggs for a 
Regen Ring. If you didn't Mug them, you'll win some Remedies and 


After beating Wedge and Biggs, leave the cell; another Moomba will come 
down the stairs and say "Laguna" to your Moomba. They'll get excited and 
run up the stairs. Then an alarm will sound. Now would be a good time to 
save. A note: You can enter some of the doors in the prison. Walk up to 
them and slide open. You should go down first and check the doors there, 
as this is your only chance; here's what you'll find.

The Save Point is on Floor 6. Neither door on that floor has anything; 
going down from Floor 6, the doors have:

Floor 5, Right Side: A prisoner who'll charge you 500 gil for a game of 
cards. Win to get an item.
Floor 4, Left Side: Item box with a Tent.
Floor 3, Right Side: Item box with a Pet House.
Floor 2, Left Side: Item box with a Pet Nametag.
Floor 2, Right Side: Item box with a Str Up.
Floor 1, Left Side: Hidden Save Point. You need Move-Find set in order 
to use it.
Floor 1, Right Side: It's hard to spot, but there's a yellow object on 
the floor. Examine it to find Combat King 001. Read it to teach Zell his 
Dolphin Blow Limit.

Moving up from floor 6:

Floor 7, Left Side: The cell you came out of.
Floor 8, Left Side: A guy from Garden running an item shop.
Floor 9, Right Side: Draw Point with Berserk.
Floor 10, Right Side: Another card player. He charges 300 Gil per game, 
and will upgrade your Battle Meter the first time you win. The upgrade 
lets you see how many enemies each character has killed and how many 
times they've been knocked out. However, he doesn't give you any items.
Floor 10, Left Side: Save Point.
Floor 11, Right Side: Hidden Draw Point with Thundaga.
Floor 11, Left Side: Another card player, who charges 200 gil per game. 
This one gives you items.
Nothing on Floor 12.

On Floor 13, you'll find Squall... and a LOT of Moombas if you decided 
not to give in during the torture. Once you find Squall, you'll be in 
control of him. Talk to the nearby Moombas; they'll offer to make a 
shortcut on one floor of the prison. One gives you the choice of making 
a shortcut on Floor 2, 3, or 4; choose Floor 4, as you won't be going 
through the others. Choose whichever floors you want for the other two. 
Now head out of the room. Zell will say that they should probably go 
down, and Quistis will comment that it would be a pain with all the 
monsters there. Squall will mention the elevator they used to bring him 
up. After some more talking, Zell stays behind to operate the elevator 
while the others go down. Don't bother re-Junctioning at this point. 
Inside the elevator, Zell tells you to push the red button on the main 
panel. Walk up to the center control and examine it to push the button. 
You'll wind up on the bottom floor. On the next screen, you'll a huge 
door; examine it and sand will pour out of it. Then you'll hear gunfire 
and automatically rush out.

Now you're in control of Zell, who's being chased by guards. If a guard 
catches up to you, you'll have to fight, which isn't much of a problem. 
You _will_ have to start at the beginning of the screen, but it's still 
not too tough. On the next screen, the Warden will catch Zell, but 
Squall will come and and take care of him. Then Selphie and Quistis will 
run in, and the guards will start shooting at you. It looks bad, but 
then Irvine shows up and takes out a couple of guards. Rinoa's come 
back, too. After some dialogue, Irvine will tell you to head up. You 
have to make a party of Squall, Rinoa, and one other character. You're 
now on Floor 9. Head up until Floor 13, and the scene will shift back to 

One of the party members remaining with Irvine will suggest using the 
elevator to get out, since going up doesn't seem to be an option. Re-
Junction yourselves and start heading down. Stop by the item shop if you 
want, though. Then head down until you reach Floor 3, and the scene will 
shift back to Squall. Move your Junctions around, then talk to the 
nearby Moombas for a Cottage and a Rename Card. On the next screen, head 
up the stairs. There's a hidden Save Point here. Head up the next set of 
stairs to find a control room. Head out and an alarm will sound, and 
you'll be attacked.


Elite Soldier

The Elite Soldier will cast boosting spells on the two robots. Take him 
out first and this will be easier. The robots have a Micro Missiles 
attack that halves your HP; just heal after this. Not too tough, all in 


After the fight, you'll hear Irvine over the communications console in 
the control room. Irvine will tell you to take the elevator up. Go back 
down and use the Save Point. Now go back up and head back to where the 
battle happened. Cross the bridge. The prison will start to move 
underground; Rinoa and the third character will make it across, but 
Squall won't. Once you regain control, you'll have to move Squall to 
safety; just keep moving to the right, and you shouldn't have any 
trouble. After the screen fades out, everyone will have found their way 
back. You'll take two Galbadian military vehicles and drive away.

(...I don't need to give a sarcastic comment here.)


Draw Points: Aero(r?)
Rare Cards: Rinoa

In the next scene, you stop both cars and Irvine will say that Galbadia 
is going to fire missiles at Balamb and Trabia Gardens. Squall will want 
to warn the students at Garden; Selphie wants to stop the missiles. 
You'll regain control now. Grab the nearby Aero Draw Point if you want, 
then talk to everyone. When you talk to Selphie, you'll see some 
missiles fire into the air... Irvine will say that he heard Trabia was 
going to be the first one hit. Talk to Selphie again and you'll be asked 
to choose Squall's team. You'll be using this team for quite a while, so 
make sure it's a good one. You'll have a choice to change the team 
assignments now; do it if you're not sure. Otherwise, pick "Go with it". 
The two teams head off once your choice is finalized.

First, you'll have a short section with Squall's team. Head off the left 
side of the screen and head to the control room. Watch the Galbadian 
Soldier try to follow you, then you'll be in control of Selphie's team. 
Note: At this point, you can go to Deling City and challenge General 
Caraway to a game of cards. Lose the Ifrit card to him, (You can win it 
back from Martine in FH) then ask him about cards and play again. He'll 
probably use the Rinoa card now, and you can win it. You can also do 
this later. Anyways, after doing any stuff you need to in Deling, drive 
the car to the Missile Base; you may want to save before going in. Drive 
the car in; if you go in without it, you'll see a funny scene, then have 
to leave. So, get in the car and drive in...

-Missile Base

Draw Points: Blind(r), Blizzara(r)
Hidden Draw Points: Full-life(r)

Once you're in, Selphie will park the car and you'll get off. Go into 
the nearby door. There's a Save Point here; use it if you want, then 
examine the panel by the door on the left. One of your party members 
will give you an ID card that was in the car. Selphie will use it to 
open the door.

In the next room, you'll find a guard. You'll have three choices as to 
how to get by him; I don't think it matters which one you choose, he 
just says different (and funny) things. =P Head through the next screen; 
there's another Save Point on the screen after. Go _straight_ down from 
the Save Point (on the left side of the stairs you came down) to find an 
easy-to-miss room. There's a Draw Point with Blind in here; more 
importantly, there's two Galbadian Soldiers. Talk to the top one and 
they'll tell you to deliver a message. Go back to the room you were just 
in, and go through the door at the top of the screen. This is the 
missile launcher room. Look just below the launcher on the left side of 
the screen for a hidden Draw Point with Full-life; this Draw Point 
recharges, so keep checking back. Anyways, talk to the soldier standing 
next to the missile launcher and you'll give him the message. You'll be 
given a choice of what to tell him the message was; it's "To go on 
ahead", but it doesn't seem to matter what you tell him. Either way, 
he'll ask you to tell them he's not done yet. Go back to where the 
soldiers who gave you the message were and talk to them. They'll tell 
you to do the inspection for them, since everyone else is too busy. Go 
back to the guard you had to get past earlier and talk to him. He 
leaves, and tells you to go ahead with the inspection. Go into the door 

There's a Draw Point with Blizzara here. Use it if you want, then 
approach the control panel. You'll have a choice of "Ahh, just hit 
whatever!" or "Hit a few buttons here and there..." Either way, nothing 
will happen. After that, you'll have a choice of hitting more buttons or 
banging on the console. Bang on it. You'll be told to press the Square 
button repeatedly; do so and the lights will go out after a while. Leave 
the room quickly; the maintenance team will show up right outside. 
You'll have a choice of fighting them or talking your way out; talk your 
way out and tell them that you were just going to go call on them. 
They'll run in, then you'll run in after them and beat them up. =P Go 
back to the screen leading to the launcher room; as you arrive, a 
soldier will call the guards in to help. Head to the door; the guard 
will walk out and you'll be given a few choices. First choose "Play it 
cool", then "Help out". Go inside and talk to the soldier standing 
alone; he'll ask you to help push the launcher in. Walk between the two 
soldiers already pushing on it, and you'll automatically get into 
position. Now hit the Square button repeatedly to push it. Talk to the 
soldier standing alone again, and he'll tell you to set the coordinates 
on the control panel.

Go to the control panel and examine it. You'll have a few choices; 
Target, Equipment, Simulation, and Exit. If you go to Equipment and hit 
Left, one of your characters will comment that you may be able to get it 
to miss by setting the Error Ratio to Maximum. Go to Target, and you'll 
have several other choices; Set Target, Set Error Ratio, Data Upload, 
and Exit. You don't have the authorization to Set Target, so go to Set 
Error Ratio. Hold Right and set the Error Ratio to Maximum. Now chooce 
Data Upload. Go to Check Equipment and Simulation if you want, then 
Exit. (Note: On the Check Equipment screen, hold the Card and Cancel 
buttons and press Up to see the specs of a Galbadian Officer. =P) After 
that, Save and talk to the guard by the right-hand stairway. Once you 
get inside, however, a Galbadian Officer will see you and immediately 
realize you're intruders.


Base Leader
Base Soldier*2

This is a pretty standard fight with Galbadian Soldiers. They're a 
little stronger than most, but not too tough. The only thing of note is 
that all three enemies have Confuse to Draw.


After defeating the guards, examine the left-hand console. Selphie will 
do... something. Examine the other two consoles in the room, then leave 
through the North door. (Save first if you want) Examine the console and 
you'll be asked to set a time. Set whatever time limit you feel 
comfortable with; if you set 30 or 40 minutes, you'll have to go the 
long way out of the base. Set 10 or 20 minutes for a quick exit. One of 
the soldiers in the other room will do something at the console as you 
leave... Just as you're on the way out of the base, you'll feel some 
shaking. Then there will be a scene with some Galbadian Soldiers running 
away. Once you regain control, head towards the gate... A Galbadian 
Captain will be there, along with a large machine...


BGH251F2 (Iron Clad)

The timer's running in this battle, so be quick. Just keep hitting it 
with your strongest attacks. It does a lot of damage, but if you have a 
good HP Junction, you won't need to heal. As the battle goes on, several 
of the Iron Clad's turrets will get blown off. Eventually, it will short 
out, and the troops inside will run out to attack. Note: The Iron Clad 
doesn't have anything to Mug.

Elite Soldier

You won't have any trouble with these guys. =P When you win, you'll get 
the June issue of Weapons Monthly and some common items.


After the fight, head towards the fence in the back. After some 
dialogue, there will be an FMV of the Missile Base blowing up...

(Note: If you did everything right here, you'll go up two SeeD ranks.)


 -Balamb Garden

Hidden Draw Points: Demi(r?)
New Items: Mega-Potion, Gysahl Greens, X-Potion, Elixir, Remedy*2, Tent

The scene shifts to Squall's team. Before doing anything else, I 
recommend going out and saving; it's going to be a _long_ time before 
you can see the World Map again. Then go to the Switch menu and exchange 
your Junctions. Also, it might not be a bad idea to stop by the Junk 
Shop in Balamb to upgrade weapons. When you're ready, go back to Garden. 
As soon as you get in, you'll see students running around, and a Garden 
Faculty will be telling them to seize the Headmaster... And after a 
while, you'll find there are random enemies around, too! Head further 
in; at one point, a Garden Faculty will ask which side you're on. If you 
say "I don't get it", he'll send a Grat and Caterchipillar to attack 
you. It's an easy fight. If you say you're with the Garden Master, he 
won't attack you. Either way, keep going. At the turnstile, talk to the 
student on the ground twice to get a Mega-Potion. On the next screen, 
you'll meet up with Fujin and Raijin, who apparently don't know much 
more about the situation than you do. You'll tell them about the missile 
attack, and they'll go off to warn everyone.

Now you can go all over Garden and fight off the Garden Master's troops. 
At each of the various sections of Garden, you'll meet up with a Garden 
Faculty who'll send monsters after you. You'll get items from each of 
the areas except the Dormitory. I recommend you start by heading to the 
Dormitory; you can rest and save there. You'll just have to fight a 
Caterchipillar, which shouldn't be a problem. Here are the battles in 
the other areas of Garden:

Cafeteria - A Bomb. It's rather high-level, actually; you can sometimes 
Draw Firaga and Meltdown from it. Do that if you want, but it's not a 
big deal. Once you're in the Cafeteria, talk to one of the students to 
get some Gysahl Greens. Also, there's a hidden Draw Point with Demi that 
only seems to appear during this sequence.

Quad - Bomb and Glacial Eye. No problem. When you meet up with the 
students, tell them either answer, then talk to one for an X-Potion.

Infirmary - Here, the Garden Faculty is threatening some other students. 
You have the choice of "Help them" or "Let them handle it". If you 
choose to help, you'll fight a Granaldo. (the boss from the Training 
Center) If you have Mug, you can steal a few Wizard Stones from it; it's 
not too hard, though. Afterwards, talk to Dr. Kadowaki for an Elixir.

Library - A Grat. Inside the library, talk to one of the students for a 

Training Center - As with the Infirmary, you have a choice of whether or 
not to help out here. If you do, you'll have to fight a T-Rexaur; it's 
strong, but you should be able to beat it. Talk to the student who was 
being attacked to get another Remedy.

Parking Lot - You'll fight a Grendel here; again, nothing too tough. 
After beating it, you'll see what looks like the Headmaster, but it's 
actually just a hologram. Talk to one of the students for a Tent.

In the Cafeteria, you'll hear that this was Xu's plan; once you've found 
this out, head towards the elevator and you'll see Xu go in. Follow her. 
(you can fight the rest of the Garden Faculty's monsters first if you 
want) She'll show up at the end of the hall on Floor 2. Squall warns her 
about the missiles, and Xu tells you to go with her to Cid's office, 
where he's been all along. =P

In Cid's office, he'll tell you to help with the evacuation, while he 
tries something. After you regain control, talk to Cid; Squall will 
volunteer to help with whatever he's planning. After a while, Cid 
agrees, and gives you a key that will let you access the MD level where 
you may find something... Talk to Cid again and he'll tell you to get 
prepared. The menu screen will come up, but you really don't need to do 
anything. (Though you can save.) 


-Balamb Garden: MD Level

Draw Points: Full-life(r?)

Head back to the elevator... You'll see an FMV of the missiles in the 
air, then it shifts back to the elevator, which stops suddenly... 
Examine the hatch in the floor and you'll open it and climb in. Climb 
down the ladder you find yourself on; at the end, you'll be on the MD 
Level. You won't be able to get back for now, though. Examine the hatch 
nearby; Squall will open it and you'll automatically go down. He'll 
suggest you Junction Fire to your Elemental Attack in this section. It's 
not really necessary, though. On the next screen, go down the ladder. 
Then go through the door and examine the valve. You'll have 10 seconds 
to push the Square button repeatedly in order to turn the valve; if you 
don't succeed the first time, a second party member will help and you'll 
repeat it, and the third will help if you failed the first two times. 
It's not too hard.

Go out; you'll find that turning the valve has let you access a ladder 
going down. Once you've climbed down, you can get a Draw Point with 
Full-life. Head past it to find a ladder. You'll make a choice about who 
investigates it. (I don't think it matters) Climb up. When you get high 
enough, the ladder will and you'll crash through a window into a control 
room. Examine the control panel nearby, then go back to the ladder. When 
you get down, examine the blinking light nearby; it's a gate. You'll 
open it and be able to reach _another_ ladder. Climb down to find a Save 

Near the Save Point is a switch. Examine it, and you'll use it to open a 
huge door in the distance. Head there, and you'll get attacked by two 
huge monsters on the way...


Weak against Fire
Immune to Water

Their "Sonic Wave" attack can Curse you, and their Oil Shot can Blind 
you; however, they have Esuna in their Draw lists, so just cast it when 
you get hit by status ailments. They still hit hard, though; however, 
with a good Strength junction and Fira on Elem-Atk, the fight should be 
over quickly. Also, they're vulnerable to Sleep; use this to get some 
breathing room. After you do enough damage to one, it'll use a _very_ 
strong Oil Blast attack; try to finish it off quickly at this point. You 
can steal Fuels from them, but you'll get Wizard Stones after the battle 
if you don't steal. You'll also get 20 AP.


After beating the Oilboyles, go to the door in the distance. Behind it 
you'll find yet _another_ ladder going down. Start climbing, and you'll 
see another FMV of the missiles on their way... Finish climbing down, 
then head left to find a huge machine. Examine the nearby conolse; 
you'll now activate the machine, which makes a platform rise straight 
through Cid's office. There will be an FMV of Balamb Garden lifting out 
of the ground and hovering away, barely avoiding the missiles. The scene 
shifts to what's now become the bridge. After a while, one of your 
characters will take the elevator down; talk to Cid and tell him you'll 
investigate, then go to the end of the Floor 2 hallway and open the door 
there. Go back in and you'll automatically return to the bridge; the 
controls aren't responding and you're heading straight for Balamb. 
Squall will hit buttons furiously, and the Garden will change course. 
There will be an FMV of Garden dropping into the ocean, then the scene 
shifts to Squall's room, where he ponders the recent events, then goes 
to sleep. 

(Wow... another title that's actually decent. I must be slipping.)

-Balamb Garden
New Hidden Draw Points: Bio(r)

At this point, if you have Rinoa, she'll wake up Squall and ask for a 
tour of the Garden. Go into each of the various sections to see some 
rather funny scenes. =P If you don't have Rinoa, you'll wake up; I 
forget just what happens in that case, so for now I'll write the 
walkthrough for what happens if you _do_ have Rinoa in this team. Either 
way, when you get to the screen with the Directory, a Garden Faculty 
tells you that the Garden Master wants to see you and tells you to take 
the elevator to Floor B1. Do so; you'll overhear Cid talking to the 
Garden Master, and your third party member will come down the elevator. 
(Note: If you're worried, go back to Squall's room and save before 
talking to Cid.) When you regain control, talk to Cid. Then head off the 
left side of the screen to meet NORG, a strange-looking creature. (Later 
you'll find out he's a member of the Shumi Tribe.) He'll start ranting 
and raving about your attempt to assassinate the sorceress, saying it 
made her angry. Then he'll start getting more and more upset, and 
eventually attack.


Strong against Thunder
Poison has no effect

Left Orb
Immune to all elements

Right Orb
Immune to all elements

At first, NORG is hiding in his "shell". Attack the main pod while being 
sure to keep hitting the side orbs; you can't destroy them, since they 
just regenerate all their HP when you attack, but if you don't attack 
them, they'll change colors. When they turn red, they'll cast a _lot_ of 
spells. You can draw Bio spells from the Left Orb (but it's probably 
easier to just refine them if you have Diablos) and you can steal a Mag 
Up from it. The Right Orb has a Spr Up to steal. The pod has nothing. 
Once you do enough damage to the pod, it explodes, revealing NORG.

Weak against Wind
Immune to Poison

Once NORG's exposed, draw Leviathan from him. You can also Mug him for a 
Circlet. You may find it useful to summon Carbuncle here to deflect some 
of NORG's spells, though they're not a major problem with a good HP 
junction. He'll still be able to use his Psycho Blast attack on you, 
though; it's fairly strong, but not much to worry about if your HP's 
high. If you happen to have some Tornado spells, use them for some 
serious damage; otherwise, just use whatever your usual boss-fighting 
tactics are. He can cast Protect and Shell on himself; just use Dispel 
when that happens. You'll get 20 AP when you win.


GF Leviathan's Stats:
Starting level: 17
Starts with Spr-J, Elem-Def*2, Magic, GF, Draw, Item

As always, Boost is a good ability to start with. Other good abilities 
are Supt Mag-RF, Recover, Auto-Potion, and Spr+20%. (which starts you on 
the road to getting Spr Bonus)

Examine NORG's pod to find a hidden Draw Point with Bio. Leave the 
screen and go back to the elevator. Head to the infirmirary to find Cid. 
You'll get several choices of things to talk to him about. Talk to him 
about all of them for some information, then leave.

Now head towards the Directory; Xu will run in and ask if you've seen 
the Headmaster. She'll tell you that a ship is headed this way, and tell 
you to go to the deck to see it. Do so and the ship will arrive. You'll 
later find out that it's the White SeeD ship. They've come in peace, 
then tell Cid that they've come for Ellone. Squall will recognize that 
as the name of the little girl he saw in the Laguna flashback. Cid tells 
Squall to get her; she's in the east side of the library. Go there, and 
Squall will ask her what she knows about the "dream world". She'll say 
it's hard to explain, but she's showing them the past... After more 
explanation, Squall will get upset, then Xu will come in and take Ellone 
to the White SeeDs. You'll see Ellone leaving while Squall's thoughts 
flash by. Then you'll see a brief flashback to Squall's youth.

If you have Rinoa, she'll come in again and ask you to go for a walk 
with her. Shortly after you leave the dorm, Cid will start talking over 
the intercom, then suddenly sound surprised... The scene shifts to a 
fisherman on a dock who comments on having a slow day, then there's an 
FMV of the Garden floating straight towards him... =P

Back inside Garden, Squall heads to the bridge at Cid's request. Cid 
tells you to go to Fisherman's Horizon, which is where you are. Note: If 
you didn't win the Seifer Card from Cid earlier, you can do so now. He 
also has some Level 6 cards now. Take the elevator down and your other 
two characters will rejoin. Go to the deck and you'll arrive in...


 -Fisherman's Horizon

Draw Points: Regen(r), Shell(r), Full-life
Hidden Draw Points: Ultima
Rare Cards: Irvine (see Queen of Cards side quest), Quezacotl
Items: Occult Fan III, Megalixir

As you enter the town, some fishermen warn you they don't want any 
violence in here. After you agree, they'll tell you to see the Mayor, 
whose house is in the center of town. Keep going for a couple of 
screens; on the second, there's a hard-to-see ladder. Climb down it, 
then head up the screen to find another ladder. Climb up that ladder and 
head left to _another_ ladder. Head left to come to another screen, and 
the Master Fisherman. Talk to him and you'll have a choice of things to 
say to him; choose either and you'll get Occult Fan III. Remember where 
he is; you'll want to come back later.

Now head to Mayor Dobe's house. (Note: If you walk past the Mayor's 
house, you'll find Martine, the former Garden Master of Galbadia Garden. 
You can play cards with him to win Level 7 Boss Cards, but he plays 
_really_ slowly. Also, if you lost the Ifrit card to General Caraway 
earlier, you can get it back now.) When you head upstairs to the Mayor's 
house, he makes it quite clear that he wants you out of there as soon as 
possible. After some more talking, you'll be asked to head back to 
Garden. However, you may want to play cards first; Mayor Dobe has 
Quezacotl's card, and his wife will have Irvine's card if you're far 
enough on the Queen of Cards side quest. (See Side Quests for more 
details.) Both are good corner cards. Also, both of them seem to have a 
good supply of Level 6 cards. Note: If Dobe isn't using Quezacotl, try 
getting all the common cards before playing him. He seems to use it more 
often if you do. Finally, there's a hidden Draw Point with Ultima in 
this room. Unfortunately, it doesn't recharge.

Head back to Garden. Just as you're heading back, you'll hear someone 
screaming about Galbadian Soldiers. Head back towards the Mayor's house. 
You'll see an FH citizen warning them about the Galbadians at the 
station. Head back up; Flo will tell you that since the Galbadians are 
probably here because of you, it's your responsibility. However, Mayor 
Dobe will want to try reasoning with them and will head towards the 
station on his own. Bad move. Follow Dobe. The next screen has a Save 
Point and a Draw Point with Regen. The Inn/Item Shop is on the next 
screen, but you don't need to head there just yet. You'll find the Mayor 
on the screen after. BTW, there are random encounters here for the 
moment. One new monster is the SAM08G; you may be able to either Mug or 
win a Running Fire from it. You can also Card it and turn its card into 
a Running Fire. This teaches Quistis the Blue Magic Gatling Gun, and can 
be refined into 20 Demolition Ammo.

When you catch up with the Mayor, you'll listen in on him talking with a 
Galbadian Soldier. You'll hear Ellone mentioned, and the Soldier will 
threaten to torch the town... The Mayor pleads, but it's no good. You 
have the choice to help now, or listen a bit longer. If you choose to 
listen a bit longer, your other party members will force you to help. 
Head towards the Soldier and the Mayor, and you'll be attacked by an 
Elite Soldier and two G-Soldiers; a routine battle. After that, the huge 
machine from the Missile Base will appear...


BGH251F2 (Iron Clad)
Weak against Water, Earth, Thunder

If you want Stop spells, the Iron Clad has them, and now's a good time 
to Draw, since there's no timer. Still, they're not hard to refine, so 
if you're in a hurry, don't bother. Mug the Iron Clad to get a valuable 
Adamantine. Again. the Iron Clad isn't particularly tough if you've got 
a good HP Junction. You'll get 20 AP after the battle.


After you defeat the Iron Clad, it will slide away into the water, then 
Selphie and her team will climb up... They escaped from the Missile Base 
by climbing inside the Iron Clad. Now everyone will leave except Squall 
and Rinoa. Talk to Rinoa for a short scene, then head back towards 
Garden. On the way back, stop by the docks (East of the screen where the 
Inn/Item Shop is) to meet up with the Master Fisherman's pupil and talk 
with him a while for some funny scenes. =P If you've beaten the Iron 
Clad, the kid will make one last attempt and actually get his line in 
the water. Note: The man nearby runs a Junk Shop, and there's a Draw 
Point near him with Shell. Then resume your trip back to Garden. You'll 
meet Irvine on the way back; he'll talk to you for a bit, then he'll 
join your current party. Now go and see the Master Fisherman again; the 
ladder leading to him is just past where you met Irvine. You'll tell him 
about his pupil's success, then start to leave. He'll stop you and ask 
you to meet him at the Inn. Head there and he'll tell you about Mayor 
Dobe. Then he'll ask if you want to talk some more; say yes and head 
outside. Follow him to the docks, then talk to the shopkeeper. After a 
rather long dialogue, talk to the Master Fisherman for a Megalixir. 
He'll then leave, but you haven't seen the last of him...

Now, go back to the station. There's a house nearby; go inside to find a 
Galbadian Officer yelling at a mechanic. Head towards them. The officer 
is trying to get the Grease Monkey to fix the Iron Clad. Squall tells 
the officer to step outside. (Note: There's an issue of Timber Maniacs 
nearby.) After that, go outside and come back. Talk to the Grease Monkey 
and he'll tell you that the officer escaped through the window. =P The 
Grease Monkey will give you a Mega Phoenix as a reward. Now, go back to 
where the Master Fisherman was to find a Full-life Draw Point. It 
doesn't recharge, unfortunately. Finally, head back to Garden.

As you head back, Irvine will tell you to talk to Selphie, who's at the 
stage in the quad. Go there and Cid will call Squall to the bridge, then 
Irvine and Selphie will talk. The scene will shift to the bridge; Squall 
will make a report, and Cid will decide that it's time to take action. 
He'll announce that Garden is going to battle the Sorceress, then 
appoint Squall as commander... much to Squall's surprise and 

Squall will be laying in bed, mulling over this turn of events, then the 
scene will shift to the others. Selphie and Irvine are going to get them 
to play in the concert. =P You'll be asked to decide what instrument 
Zell should play; he'll start playing it, and you'll be in control of 

First, leave the stage and head back to Grease Monkey. The Galbadian 
Officer is back, and he'll demand that you step outside. Leave and go 
back in, and you'll find the officer lying on the floor, barely 
conscious. =P Talk to the Grease Monkey for a Phoenix Down. (Yay.) Then 
examine the Officer for 5 Fast Ammo, 5 AP Ammo, and 5 Pulse Ammo.

Now, go back to the stage. Pick the instruments for each of the 4 
characters. (As far as I know, your choices here don't have any major 
impact, but if you pick the Electric Guitar, Piano, Bass Guitar, and 
Saxophone, the scene between Squall and Rinoa will be slightly 
different.) When you do, the scene will shift to nightfall. Squall will 
wake up. Leave his room; on the next screen, you'll meet up with Rinoa. 
She'll ask you to come to the concert; you can try to refuse, but she'll 
eventually force you to come along. Now, talk to Irvine twice, then head 
down to the stage. Irvine, Selphie, Zell, and Quistis will play the 
instruments you chose for them before. You can press Square to shift the 
angle you see the stage from, but it's not really important. Leave the 
screen and you'll find a magazine; examine it, and Squall and Rinoa will 
start talking. (I thought this was a pretty funny scene. =P) After the 
scene fades, Squall will be mulling things over in bed again; he seems 
to do this a lot. =P The intercom will crackle, and Squall will be 
called to the bridge.

(Okay, now I can insult my skills at coming up with titles some more.)

-Miscellaneous Errands

Rare Cards: Carbuncle, Leviathan, Gilgamesh, (see CC Group side quest), 
Chicobo (see Chocobo Forests side quest), ChubbyChocobo (see Queen of 
Cards side quest), Odin, (see Centra Ruins side quest)
Items: Pet Nametag

On the bridge, Quistis and Xu will suggest going to Balamb, and that you 
let Selphie rest for a while. You'll then be in control of Garden! 
Before heading to Balamb, though, there are some side events to do. At 
this point, you can go to Winhill, Shumi Village, the various Chocobo 
Forests, and the Centra Ruins to do side quests; you can also stop by 
Timber, Dollet and Deling City to get some things you missed. Also, in 
Timber I highly recommend buying Scrolls from the Pet Shop and refining 
them into Wizard Stones; you should be at a point where 5000 gil isn't 
too hard to get, especially with Recov Med-RF. Get 100 Firagas, 
Blizzagas, Thundagas, and Curagas for everyone, as well as Bios, Stops, 
and Dispels if you want them. While you're in Timber, talk to the guy 
outside Timber Maniacs for a Pet Nametag if you encouraged him earlier. 
At this point, the following Junctions are recommended:

HP - Regen (or Tornado if you can get it)
Str - Firaga/Blizzaga/Thundaga
Vit - Curaga
Mag - Demi
Spr - Reflect

Note: If you fight Odin and Draw plenty of Triple spells, go ahead and 
put those on a stat to give it a BIG boost.

Once you've done everything you want to do for now, put Zell in your 
team and go to Balamb.


New Rare Cards: Pandemona
New GFs: Pandemona
Items: Combat King 003 (later)

You won't be able to enter Balamb unless Zell is in your team. If he is, 
talk to the Galbadian Soldier blocking your way into town. Then, move 
away from the soldier and walk towards him. Squall will convince the 
guard to let you in. Then, you'll be asked to make a party with Zell in 
it; also, Selphie now becomes selectable again.

You'll have to do several things to get through this section. First, go 
to Zell's house and go into the room on the right to find Ma Dincht. 
She'll tell you about the situation. Next, go to the Hotel and talk to 
the guards in front. They'll tell you to talk to the captain. Next, go 
to the docks and you'll find out that the captain caught some fish and 
said he was going to cook them. Go to Zell's house; Ma Dincht will say 
that a man came in and cooked some fish, and the stench was horrible. 
Finally, go back to the docks and talk to the dog. He'll start barking 
like crazy and run off. Follow him to the train station; when you get 
there, you'll see him run into the train and chase Raijin away. =P

Note: If you want, you can leave town. First, talk to the Big Bad Rascal 
in Zell's house. He'll run off. At some point, he'll show up in the 
house next door, consoling the Hotel Owner's daughter by offering to 
check up on her parents. Go to the town entrance and talk to the guard. 
Leave the dialogue box open until you see the Hotel Owner talk to Big 
Bad Rascal; then, go back into town and talk to the Rascal. He'll offer 
to help you leave town. If you accept, you'll be asked to make a party, 
but you can't put Selphie in. Also, after doing the event at the town 
entrance, you can play cards with the Hotel Owner's daughter to get the 
Pandemona card; you can also get it from the Hotel Owner once you've 
finished this section.

Whether you do that or not, go to the Hotel once you've woken up Raijin. 
Fujin will kick Raijin straight out of the Hotel, then Raijin will 
notice you and attack.


Absorbs Thunder
Weak against Poison

G. Soldier*2
Weak against Poison

Pretty easy. Raijin's attacks don't do too much damage, and you can draw 
Protect from him to reduce it. The soldiers, not surprisingly, are 
wimps. Mug Raijin for two Str Ups, then just finish him off; an easy 
task if you Junction 100 Bios to Elem-Atk. You'll get 12 AP for the 


Once you win here, you'll automatically go into the hotel and confront 
Fujin. Then Raijin comes in (he sure recovered fast!) and you'll have to 
fight both of them.


Absorbs Wind
Weak against Poison

Asbsorbs Thunder
Weak against Poison

This is a pretty tough battle if you're a beginner. Fujin's fairly 
harmless; she'll cast Tornado at the start, but she can't use it after 
you Draw Pandemona from her. So, do that right away. At this point, 
she'll mainly use her Zan attack, which isn't too strong. However, she 
sometimes uses Sai to drop a character to 1 HP. Raijin, on the other 
hand, will start using his powerful Raijin Special attack when he takes 
enough damage. Cast Protect (you can Draw it from Raijin if you want) to 
reduce the damage. Use your best attacks on Raijin. Fujin has less HP 
than Raijin, but a higher defense; most attcks do half damage to her. 
The best way to damage her is with good Strength junctions and 100 Bios 
on Elem-Atk. If you need healing, you can Draw Cura from Fujin. Once 
again, mug Raijin for two Str Ups; Fujin has a Megalixir, but you'll get 
that whether you Mug her or not. After the battle, you'll get Combat 
King 002 and 20 AP.


GF Pandemona's Stats:
Starting level: 19
Starts with Str-J, Spd-J, Elem-Atk-J, Elem-Def-J, Magic, GF, Draw, Item

After you win, you'll talk with them for a bit, then the scene will fade 
to the bridge of Balamb Garden. Selphie will come in and ask you to go 
to Trabia Garden. 

Note: Come back here sometime during Disc 3. If you've got Zell in the 
party, a girl at the entrance will tell him that a pigtailed girl was at 
his house. Go to Zell's house, and Ma Dincht willl say she hasn't seen 
anyone. Now, stay at the Hotel. In the morning, Zell will be gone; go 
downstairs and you'll see him talking to the pigtailed girl. She'll give 
him a book and walk away. You'll get Combat King 003. Also, you can find 
an issue of Timber Maniacs in the Hotel Room.

 -Trabia Garden
Draw Points: Thundaga(r?)
Hidden Draw Points: Zombie(r?), Aura
Rare Cards: Selphie
Items: Weapons Mon Aug

Once you arrive, Selphie will rush in (if she's not in your party 
already) and climb the fence to get into Trabia Garden. Follow her, and 
your other party members will show up on the next screen. After that, 
you'll find Selphie talking to an old friend of hers. (There's a Draw 
Point with Thundaga near them.) Talk to them; Selphie will tell you that 
there's a basketball court in the back, and she'll meet you there. If 
you take the right exit from this area, you'll come to a cemetery; 
there's a hidden Zombie Draw Point and an issue of Timber Maniacs here. 
Go back to where Selphie was and take the left exit from the area. Go 
right if you want to talk to some people, otherwise just go left to find 
a stage with a missile lodged in it. Examine the missile to find a 
hidden (non-recharging) Draw Point with Aura. Now go left one more 
screen to find the basketball court. Talk to your other party members, 
and go to the upper right; a basketball will roll in, then Selphie will 
arrive. There's now a long scene where you find out about the 
characters' pasts; you'll have to move and talk to people from time to 
time, but there's nothing special or complicated to do here.

When the scene's over, you'll be piloting Balamb Garden. Save, then go 
back to Trabia Garden and challenge Selphie's friend to a card game. She 
has the Selphie card. However, this region uses the Random and Plus 
rules, so it'll be tough to win. Also, you can get the August issue of 
Weapons Monthly nearby. (Weird that you can get the August issue now, 
but you can't get the July issue until Disc 3...) Now, head to southwest 
Centra and find the small building by a lighthouse; this is the 
Orphanage. You can't go in, but you'll notice Galbadia Garden hovering 
in the nearby forest. Pilot Balamb Garden near it...

(...there is something just _wrong_ with that one, but I can't quite 
place it.)

 -Balamb Garden: Under Attack

Items: Cottage

As soon as you approach the forest, the scene will shift to the bridge. 
Squall and Nida will see Galbadia Garden approaching, then you'll be 
given a list of orders to give the Garden students. I don't think it 
matters what orders you give. After that, go down the elvator to find 
your other party members. Choose a party, then take the next elevator 
down. There will be an FMV of Galbadia Garden approaching. Talk to the 
students in the hall to send them to their positions, then go to the 
next screen. Talk to the Junior Classman for a Cottage. Now, go back to 
the elevator and go to the first floor. Go to the quad to find Zell. 
Talk to him; your other party members will show up, then Nida will call 
you to the bridge.

The scene automatically shifts to the bridge. There's an FMV of Galbadia 
Garden coming, and another one of Galbadian Soldiers charging into 
Balamb Garden on motorcycles... by riding them off ramps straight into 
the air. (These soldiers are crazy. =P) The scene shifts to Zell's team 
in the quad. Equip them with GFs, then head left.

When you get all the way to end, there's an FMV of Galbadia Garden 
crashing up against Balamb Garden; Zell and your third party members 
will make it to safety, but Rinoa won't; she'll be desperately clinging 
to the very bottom of Garden. Head out and go to the front gate. Squall 
will be there. After some dialogue, you'll be prompted to choose two 
party members out of Selphie, Quistis, and Irvine. The character left 
out will help Xu; Squall's team will go to the classroom on Floor 2; and 
Zell will help Rinoa. As you leave, Galbadia Garden will ram you. Re-
equip your GFs and head to the elevator. There will be an FMV of 
Galbadian paratroopers storming Garden, then you'll have to fight...


Weak against Poison

These guys are stronger than most Galbadian Soldiers, but still aren't 
much of a threat. Easy.


After fighting off the Paratroopers, you'll be called to the bridge. As 
you head to the elevator, you'll get rammed again. Keep going; when you 
reach Cid's old office, you'll meet up with Dr. Kadowaki. After some 
talk, you'll decide to ram Galbadia Garden to get inside. Zell will come 
in and say he couldn't get to the quad to help Rinoa. Things are looking 
bad... Everyone will try to get Squall to save her, but he'll be 
reluctant... then, Dr. Kadowaki will stand on the elevator. Go there, 
and she'll tell you to encourage the troops. After some hesitation, 
Squall will get on the PA and tell everyone what's going on. Then, Nida 
will ram Galbadia Garden, allowing the Balamb troops to get in.

After that, you'll be in control of Squall. Go to the second floor and 
head towards the deck. Talk to the Junior Classman and you'll tell him 
to go to the elevator. Then, an energy meter will appear on the bottom 
of the screen and a Galbadian soldier in a flying mech will ram Squall 
right up against the emergency exit. Press the Confirm button and you'll 
be given several choices; choose to "Look around for another option", 
then press the button again and choose to press the button for the 
emergency exit. 

You'll now have a battle with the Galbadian Soldier; this is tricky, 
especially since you start out at a health disadvantage. If you lose, 
you'll be able to try again, try again with an extra 200 HP, or declare 
it "Game Over". I don't recommend the third, as you haven't had a chance 
to save for a while... Should you choose to try again, you'll get some 
hints that may help you win. I can't really offer much help here. 
Anyways, once you do enough damage to the Galbadian Soldier, you'll 
knock him off and use his mech to help you save Rinoa. You'll then land 
at Galbadia Garden; head left through the chaos to reach the entrance.

Squall and Rinoa will talk for a while, then you'll be asked to name the 
lion on Squall's ring. (The default name is Griever.) This won't have 
much significance right now. Anyways, after you regain control, head 

 -Galbadia Garden
New Draw Points: Protect(r)
Rare Cards: Cerberus
GFs: Cerberus, Alexander

Once you're inside, you'll meet up with your other party members. After 
choosing a team, head to the save point; you haven't had a chance to 
save for a while.

Wandering around the Garden, you'll come across several locked doors. To 
open them, you'll need to get the keycards from Galbadian students 
hiding in various rooms. To find the first student, go east from the 
Save Point, then go through the doorway on the East side. Climb the 
stairs; you'll find Fujin and Raijin here, but they won't fight you. Go 
past them and head left. Go through the door on the right to find the 
first student. Talk to him for Card Key 1.

Now that you have the first key, you can unlock some of the doors. 
Retrace your path to the Save Point and go left. The first door on the 
left can now be unlocked. This leads to the ice rink; there's a Draw 
Point with Protect by the net. Note: The random enemies here are hockey 
players called Slappers. They're worth 3 AP each, as well as pretty good 
Exp, and fight in groups of 3 or 4, so this is a decent place to gain 
levels and abilities while you're stuck in Galbadia Garden. Anyways, 
once you're through the rink, leave through the door to the right and 
you'll come out in another hall. The second student is in the door to 
the right. He'll give you Card Key 2. 

Go back to the hall you were just in and leave through the south exit. 
You'll now be in the hall just west of the Save Point. Make your way 
back to the stairs and go to the top. The second key will let you open 
the door, which leads to the roof. Go down the nearby stairs and you'll 
arrive on a small ledge overlooking the basketball court. Go to the 
edge, and you'll jump down to the basketball court. Turn around to open 
the door behind you, which leads back to the Save Point. Now go back 
through the basketball court. Head straight to reach the main hall. 

You'll see a large creature in the beam of light in the hall; walk 
around it to find a Save Point. Now examine the creature and you'll 
fight it...


Absorbs Thunder
Immune to Wind

While you don't _have_ to fight Cerberus, this is your only chance to 
get him (and his card) until Disc 4, so I'm putting this in the 
walkthrough. Cerberus can be quite tough if this is your first time 
playing; he likes to cast Tornado a lot, as well as the occasional 
Quake, and his physical attacks are fairly strong, too. Also, he likes 
to cast Triple on himself; if he does, cast Dispel ASAP. If you're well-
Junctioned, this won't be too hard, actually, especially if you have 
abilities like Recover and Darkside available. You can Mug him for a 
Spd-J Scroll, and can Draw Quake spells from him, possibly even Triples. 
Do that if you want. If you're really having trouble winning, go to the 
ice rink or the top of the nearby stairs and build up a bit, and try 
putting Aero (or Tornado, if possible) on your elemental defense. Win, 
and you'll get 30 AP, as well as the Cerberus Card and GF.


GF Cerberus' Stats:

Starting Level: 23
Starts with Str-J, Hit-J, Ability*3, Magic, GF, Draw, Item

Start by learning either Spd-J (which will ultimately lead to Auto-
Haste) or Spr-J (which ultimately leads to ST-Def-J*4). 

Now that you've got Cerberus, it's time to look for the last student. 
Head west from the main hall, then go through the door on the left side. 
The third student is here; talk to her for Card Key 3. Now, make your 
way back to the main hall and take the Northwest exit. When you reach 
the hallway with the stairs, go up. At the top of the stairs, you can 
fight plenty of Tri-Faces; they're worth 8 AP each, so this might be a 
good place to build up abilities. Head left to find an elevator. With 
the Card Key, you can use it; it takes you to the third floor, where 
there's a Save Point... as well as Seifer and Edea. Use the Save point, 
then approach Seifer. He'll talk for a while, then you'll fight.


Weak against Poison

He's not that hard, if your HP is high. If you could beat Cerberus, 
Seifer will be a cinch. Mug him to get 8 Mega-Phoenixes; otherwise, 
you'll get 8 Mega-Potions after the battle. The only thing of note is 
that his physical attack sometimes hits twice. Seifer's worth 20 AP.


After the fight, Edea disappears through the floor... To find her, first 
take the elevator down. On the screen with the stairs, go right to reach 
a round walkway above the main hall. Circle around and go in the door on 
the far right; it's the Auditorium. Rinoa will run in if she's not 
already in your party, then Edea will come crashing through the ceiling, 
and Seifer will walk in. The battle begins..


Weak against Poison

At the start, Seifer is protecting Edea, and you can't hit her. It's 
kind of funny, actually; you can summon a GF like Brothers that tears up 
the landscape, and Edea will just stand there. =P Anyways, Seifer is 
actually easier than he was before; his HP is lower, his physical attack 
is weaker, and he can't hit twice. Mug him for a Hero/Holy war; you 
shouldn't have any trouble winning.


Immediately after you defeat Seifer, Edea will use Maelstrom on you. 
This attack halves your HP and causes Curse status. The Curse isn't much 
of a problem, since you can Draw Esuna from her to remove it. Edea has 
the Alexander GF. Be _sure_ to Draw it; you'll need its Med Level Up 
ability to get the extremely useful Doomtrain GF. More on that in the 
Side Quests section. Edea will use various support spells, like Dispel, 
Silence, Slow, Death, and Reflect; deal with them as needed. She also 
has attack spells, of course. Mug her for a Royal Crown, then hit her 
with everything you've got. When you win you'll get 50(!) AP.


GF Alexander's Stats:
Starting level: 25
Starts with Spr-J, Elem-Def*2, Ability*3, Magic, GF, Draw, Item

Good abilities to start with are High Mag-RF and Med Data. 

After the battle, Edea will spout some strange mist, then the screen 
gets blurry... You'll see Rinoa help Seifer up, then faint... Edea will 
start talking, and say how proud she is of all of you, then the scene 
will fade out... You'll be prompted to save and Disc 3 will begin.

-Disc Three

(What? That's what it is...)

Disc 3 opens with Squall mulling over things in bed again. He'll get up 
and go to the infirmary, where Rinoa is still unconscious. Then Quistis 
will call him over the intercom and tell him to go to Edea's house. Go 
to the bridge so you're flying the Garden, then head to the small 
structure nearby... this is Edea's house.

 -Edea's House
Draw Points: Curaga(r?)
Rare Cards: Edea
Items: Weapons Mon Jul

Your other party members will be waiting at the entrance, and Cid will 
show up when you go inside. Talk to him, and he'll congratulate you, as 
well as apologize for disappearing. Pick up the Timber Maniacs issue 
nearby, then follow him to the beach. Also, if you head through the 
nearby doorway, you can find a Draw Point with Curaga.

On the beach, you'll find Edea. She'll apologize for what happened; talk 
to her to find out that she was posessed by Ultimecia, a sorceress from 
the far future. As you try to leave, Squall will ask if they can think 
of any way to help Rinoa, but they can't. The screen will turn black, 
and the others will be talking in the background, while Squall is 
thinking to himself. After the scene, Squall will make an announcement 
over the Garden intercom, then you'll regain control.

Go back to Edea's house and play cards with her to get the Edea card. 
It's an excellent corner card. Also, if you didn't win the Seifer card 
from Cid before, do so now. It's tough, though, since they play with the 
Random and Plus rules here. Or you can wait until later to do that.

To proceed, you have to go to the Infirmary; however, if you go to the 
Training Center, you can find the July issue of Weapons Monthly. Take 
the left path at the start and look for a small yellow object near the 
fallen log. That's the magazine.

At any rate, save, then go to the Infirmary. Rinoa is still 
unconscious... Squall will get upset, then a "Party Junction" screen 
will come up, where you decide which characters to attach to Kiros and 
Ward. (Squall is automatically attached to Laguna) Pick characters who 
already have some magic on. Note: If you got the Timber Maniacs issue in 
Shumi Village, Ward will not be in this scenario. This doesn't have a 
big effect in terms of the story, since Ward doesn't say much anyways; 
however, the battles will be easier if you've got Ward.

 -Laguna Flashback 4

This is a rather pointless Laguna scenario, but it's also a rather funny 
one. =P Laguna and his team have been hired to work on a movie. After 
Kiros and Ward berate Laguna for losing all their money, the scene 
shifts to the actual movie site. The director tells Kiros and Ward to 
put on the dragon costume, then Laguna walks off. There's a roar in the 

The director starts the scene. He calls for the dragon, but it doesn't 
show up at first. Then a HUGE dragon walks on... and it's real.

Laguna now has to fight the dragon in a sequence that's kind of like the 
one against the Galbadian Soldier near the end of Disc 2. While this one 
is easier, (at least, that's what I think) the dragon can do twice as 
much damage as Laguna. Always be ready to block. However, the dragon 
doesn't attack very often, which makes this easier.

After beating the dragon, (for now, anyways) Laguna will run off. 
However, the dragon stops him at the exit to the mountains... Kiros and 
Ward will arrive now. You'll have the choice to fight the dragon now or 
to run off for the moment; it's best to run, as Kiros and Ward aren't 
Junctioned. Set your junctions, use the nearby Save Point, then go and 
attack the dragon. You can also fight random battles here; the main 
enemies are Mesmerizes.


Ruby Dragon
Weak against Water/Ice
Absorbs Fire/Wind

The dragon has high HP, but it's pretty low-level, so its attacks aren't 
that strong. Put Blizzaga or Water on Elem-Atk, and this fight should be 
easy. This isn't actually a boss; Ruby Dragons are normal enemies. If 
you have the Tonberry GF, try using LV Up on the dragon to Draw Meteor 
and Flare spells; however, this is somewhat risky. Winning this battle 
nets you a fair bit of Exp, as well as 14 AP.


After you defeat the dragon, Laguna will see something in the 

Now, Ellone will start talking and explain that she can't stop using her 
power at the moment, and you'll see a scene with Laguna talking to Edea 
at the orphanage. When that scene's done, Ellone will tell you a bit 
about what happened in the past, and Squall will decide to look for 
Ellone in an attempt to help Rinoa. He decides to start by asking Edea 
about the White SeeD ship...

 -White SeeD Ship
Draw Points: Holy(r?)
Rare Cards: Shiva
Items: Sorceress'Letter, Rename Card

Back at Edea's house, talk to her and she'll say that the White SeeD 
ship may be at an inlet in the Centra region, and give you the 
Sorceress'Letter. Now you have to _find_ the ship, which can be quite a 
time-consuming task if you don't know where to look. Head a little North 
from Edea's house to find the right inlet. Circle around the perimeter 
to find the ship.

When you first arrive on the ship, the White SeeDs won't believe you. 
Head towards the upper edge of the screen. You'll find Watts and Zone, 
from the Forest Owls. You;ll talk to them for a while, and then Zone 
will run off. If you didn't win the Angelo card from Watts before, you 
can do that now; he plays by Galbadia's rules, so it should be fairly 

Also, go up the stairs Zone left by to find him. Talk to him a few 
times; if you have the Girl Next Door magazine, he'll ask for it. You 
can choose to give it to him for free, for 25500 gil, or not at all. 
Give it to him for free and he'll give you a Rename Card and the Shiva 
card. Look near him for an issue of Timber Maniacs.

Go back down the stairs, then go down another set of stairs near Watts. 
The leader is here, and you'll show him Edea's letter. After you finish 
talking for the first time, go to the nearby Draw Point for some Holy 
spells. Then talk to the leader again. He'll tell you that Ellone got on 
an Esthar ship. So, you'll have to go to Esthar to find her. The scene 
shifts to the bridge of Balamb Garden, and Squall will tell Nida they're 
heading for Esthar. To get there, pilot the Garden into FH.

(Don't ask. Please. Don't ask.)

When you arrive in FH, Squall will decide, in typical Squall fashion, to 
do things on his own. He'll carry Rinoa out of Garden on his back. Keep 
going right; the screen will get darker as you go further to the right. 
Eventually, it fades completely, and the scene shifts to Squall walking 
along the bridge to Esthar.

At the end of the bridge, Quistis and Zell are already there. =P They've 
brought Edea with them; talk to her and she'll explain why she's come 
here. The scene will fade, and Irvine and Selphie will show up. You'll 
be asked to make a party... and you can put Edea in it! She won't be 
with you for very long, though. Try her out for a bit; it's pretty neat 
having the sorceress in your team. =P Anyways, go east to find...

 -Great Salt Lake
Draw Points: Thundaga

The party will talk for a while at the entrance, then you'll have a 
chance to make a party again. Just head in.

On the next screen, walk onto the dinosaur skull; this will let you 
reach the upper level of this area. On the next screen, walk across the 
long bone to reach a Draw Point with Thundaga. (Joy.) Jump off the 
cliff; you've saved yourself about two screens of walking. Go north to a 

Head right for a Save Point, then go left from the cliff. As you head 
towards the top of the screen, a huge skeletal creature will attack 


Undead Monster
Weak against Fire, Holy

Not too tough, all in all. Mug it for a Power Wrist; otherwise, you'll 
win 10 Flare Stones. The only trick here is that when it rears up to its 
full height, its physical and magic defenses are massively increased. At 
this point, use _only_ healing moves on it, as nothing else is very 
effective. Recover is especially good; it'll do 9999 damage, or 
instantly kill it if it has less than 9999 HP. You'll get 40 AP for 


After defeating the Abadon, go north. You'll see the sky blink.  Examine 
the blinking area, and a hole will appear. Climb into it along an 
invisible ladder to find yourself in a mysterious building. (Note: Give 
any spells Edea has to another character.) Head along the walkway; at 
the end, you'll reach an elevator. As soon as you step on it, it starts 
moving. When it stops, head out; another elevator will take you to 
Esthar. Then you'll hear a familiar buzzing...

 -Laguna Flashback 5
Draw Points: Death(r?), Double
Hidden Draw Points: Flare
Items: Weapons Mon 1st

The same Party Junction screen that showed up before the last Laguna 
scenario shows up here, too. Pick whoever you want, then get ready.

Laguna, Kiros, and Ward are prisoners. A guard tells Kiros and Ward to 
leave, and Laguna is left on his own. Talk to the two guards, and the 
scene will fade. When it returns, talk to the guards again. Then, talk 
to the Moomba twice. A guard will tell you to go up and tell the others 
there's an emergency. However, Laguna will stay and talk to the other 
prisoner and the Moomba for a while. The guard comes back, and attacks.

You'll have to fight one Esthar Soldier with just Laguna. No problem. 
The elevator will come down, and another guard will show up. Laguna will 
ram him against the wall, allowing the others to show up. Kiros and Ward 
will run in now, followed by another guard. You'll have a chance to go 
to the menu and set Junctions; do so. Then it's time to fight. You're up 
against a normal Esthar Soldier, a cyborg soldier, and a Gesper. Nothing 
too hard. Now, go up the elevator. You'll overhear Dr. Odine talking to 
his assistant. After a while, you'll run out of the lab. When you regain 
control, use the nearby Save Point and Death Draw Point, then go back 
into the lab. Pick up the magazine (it's the first issue of Weapons 
Monthly) and go down the elevator. You'll find Dr. Odine here. As you 
approach him, another group of security guards will show up...

This is much like the last fight with security guards, except the Gesper 
is replaced with an Elastoid. It's still pretty easy; you might want to 
Mug the Elastoid for a Laser Cannon, though. After the fight, you'll 
confront Dr. Odine, but he'll run away. Head out of the lab and he'll 
tell you that Ellone is in his laboratory. You'll automatically go 
there; soon after, you'll be attacked by a couple of normal Esthar 
Soldiers. Examine the nearby Draw Point for Double; there's also a 
hidden Save Point here that you may want to use. Then, go to the weird 
object in the middle of the room; it's an elevator. Choose to sit down 
on it, then when you arrive on the next floor, look to the left of the 
door for a hidden Draw Point with Flare. Go in the door for one more 
battle, against two cyborg Esthar Soldiers. Then examine the nearby 
control panel to open the door on the lower level. You can also look in 
on Ellone from the window here. Go back down and through the door to end 
this sequence.

Draw Points: Blizzard(r?), Tornado(r?), Curaga(r?), Quake(r?)
Rare Cards: Ward
Items: Occult Fan IV, Rosetta Stone

You'll be back in Esthar now. A vehicle will come and take you to the 
Presidential Palace. You'll be taken to the waiting room, where Dr. 
Odine will meet with you. He'll give you permission to see Ellone; after 
you regain control, play cards with him to get the Ward card. Talk to 
the Presidential Aide, and he'll tell you to go to the Lunar Gate when 
you're ready.

Now, leave the palace. There's a Blizzard Draw Point nearby, but you 
definitely don't need it. Head left and examine the lift; take it to the 
Airstation and get off. Talk to the Presidential Aide here, then go back 
to the palace. Just outside of the room where you met Odine, there's a 
Presidential Secretary. Talk to him, then examine the spot where he was 
standing for Occult Fan IV.

Before leaving the city, pay a visit to the Shopping Center. Visit all 
the shops. Johnny's Shop is usually closed, but keep trying to go there, 
and it'll eventually be open. You can buy some strong healing items 
there if you have the Familiar ability, and íf you just visit it once, 
you can use Call Shop to go there anytime. Cheryl's Shop is always 
closed, but if you keep trying to visit it, you'll get a Rosetta Stone 
eventually. It's probably the most valuable item in the game, as it 
teaches a GF Ability*4. Also, there's a Tornado Draw Point in the 
shopping center. There's also a Curaga Draw Point on a screen near the 
city entrance, and a Quake Draw Point outside Dr. Odine's lab. Also, 
head two screens west from the Curaga Draw Point and talk to the soldier 
here; this will let you get Combat King 004 later. Once you're done 
here, leave the city. Your next destination is Lunar Gate, but you can 
also go to Tears' Point... see the Doomtrain side quest for what you can 
do there.


-Lunar Gate

Go inside the building. An attendant will greet you; walk over to her 
and Rinoa's dog will rush in. Then, you'll get taken to another room. 
Now, nobody has explicitly mentioned this before now, but you're going 
out into space. A staff member will ask if you're sure about this; say 
yes, since you don't really have a choice. You'll be told to bring one 
other character with you; Edea will stay behind, and Zell will ask to 
stay and protect her. It doesn't matter what you choose here. Now you 
have to pick one of the remaining 3 characters to go to the Lunar Base 
with you; there will be _no_ battles on the Lunar Base, (well, unless 
you decide to fight Diablos there...) so take that into account when you 
make your decision. Get in the capsule, and there will be an FMV of the 

After you get launched into space, the scene will shift to Zell. As you 
leave the Lunar Gate building, the ground will shake... Go outside, and 
you'll see an FMV of a huge monolith moving towards the city of 
Esthar... Choose your third party member and head over there.

(I can't believe I just did that...)

 -Esthar: Lunatic Pandora
Items: Combat King 004

Once you're in Esthar, first head to the soldier I mentioned before. 
Talk to him; another soldier will walk onscreen and give you Combat King 
004. Now, go to Dr. Odine's laboratory. The doctor will tell you that 
the huge monolith is the Lunatic Pandora. Then, he'll explain where you 
can try to get inside to stop it. It'll take 20 minutes for it to pass 
through, and you can board it only during certain intervals. Also, the 
later you try to board it, the harder a battle you'll have to fight to 
get in... If you've gotten Odin, you should definitely use Enc-None to 
save time. The timer starts as soon as you leave the lab, so head 
straight for the first contact point; it's the screen west of the Curaga 
Draw Point. You can board the Lunatic Pandora here when there's 12 - 15 
minutes left. You'll have to fight an Elite Soldier and a G-Soldier; not 
a problem.

Now you're inside the Lunatic Pandora. 

(Note: You don't actually _have_ to get on the Lunatic Pandora. If you 
run out of time, the scene shifts to the one after you get kicked out.)


 -Lunatic Pandora
Draw Points: Meteor(r), Curaga(r), Confuse(r?), Silence(r?), Ultima(r?), 
Items: LuvLuvG, Power Generator, Phoenix Pinion, Combat King 5

There's a Meteor Draw Point near you, and it recharges rather 
frequently. Take advantage of this while you're here. Go up the stairs 
to find three elevators and a Curaga Draw Point. Take the elevator 
marked 03; it turns out that this is the place where the second Laguna 
scenario occured! You'll get items here based on what you did in there, 
so if you followed my walkthrough for that area, you'll be able to get 
the items listed here. The enemies here are just wimpy Galbadians, so 
you shouldn't have trouble with them. Head southeast to a stairway, then 
climb down the nearby ladder, and enter the alcove nearby. Keep looking 
to find a LuvLuvG. The nearby Draw Point has Confuse. Now, head left. 
You'll come to three doors; they're the hatches from Laguna's second 
scenario. If you opened them there, they'll be open here. Go inside the 
right-hand one for a Power Generator, the center one for a Draw Point 
with Silence, and the left-hand one for a Phoenix Pinion. Head left to 
find Combat King 5, and go into the door to find a Draw Point with 

Go back to the main elevator room. Go up the elevator marked 01; there's 
nothing up the 02 one. Head left for a non-recharging Draw Point with 
Holy. Go up from here for a hidden Save Point. Head north from here, and 
a strange robot will toss you out of the Pandora.

You'll see the Lunatic Pandora move into position over Tears' Point, 
then the scene shifts to Squall...


 -Lunar Base
Rare Cards: Alexander, Laguna

There will be a short scene in the control room, then your capsule will 
arrive. Talk to the man in white, (Piet) then go over to where Rinoa is. 
Follow Piet to the Med Lab; there's a Save Point here. Use it, then 
challenge Piet to a card game. He has the Alexander card, but be warned: 
The Lunar Base uses ALL the rules. If you can't win it here, you'll have 
another chance later.

Go to the next room, and you'll leave Rinoa there. Piet will head to the 
bridge. Save; there's another rare card to be gotten here, and if you 
don't get it now, you won't be able to until Disc 4. (And I haven't even 
gotten it _then_.) Leave the med lab, and go up the stairs when you 
reach them. Follow the hall to the end to find Ellone's room. You can 
win Laguna's card from her, but you'd better be patient, since it may 
take a while to win and you won't get another chance. It's worth the 
trouble, though, as the Laguna card can be refined into 100 Heros! If 
you're not a big fan of cards, though, you may as well skip this one. 
Talk to Ellone normally, then leave the room; she'll follow you. 

Now head to the bridge. (It's a good idea to save at the med lab first, 
though.) Examine the monitor beside your other party member to get a 
look at the moon. The operator will tell you that the Lunar Cry is 
starting. Leave the bridge and head to the med lab...

As you head towards the med lab, sirens start going off... Go towards 
the lab and you'll see the medical technician get tosed out, and Rinoa 
staggering strangely. You can try to approach her, but you'll just get 
tossed away... Something strange is going on here... Just head to the 
bridge. No matter how fast you get there, Rinoa is there ahead of you. 
She deactivates one of the seals on Adel's Tomb... Aprroach her, and 
she'll stagger out... Your second party member will run over to the 
monitor. Head there, and you'll see that the monsters on the moon are 
going crazy... Go to the upper level... you'll see an FMV of the Lunar 
Cry... Pretty creepy-looking.

Now, head towards the nearby glowing doorway. This takes you to the 
locker room; approach the glass window, and you'll see Rinoa go through. 
Examine the spacesuit in one of the lockers to put it on, then go after 
her. You'll come to the airlock; Rinoa will go through, but you won't be 
able to make it, so you'll have to head back. As you do, Squall will 
realize that this must be Ultimecia's doing...

As you leave the locker room, two aides drag the President (in a space 
suit) away. Head to the bridge and talk to Piet to see Rinoa break the 
manual seal on Adel, who falls to earth with the monsters... You have to 
leave now. Talk to Ellone, then follow the others to the escape pod. Go 
down... You'll see an FMV of the Lunar Cry reaching earth, then you'll 
be in the escape pod. There's a Save Point here; use it. 

Go through the door on the right to reach the next room. Talk to Ellone, 
then go to your place in the pod. Watch the Lunar Base crash, then 
Ellone will send you into Rinoa's past. There's nothing to do here, just 
watch the scenes. When it's done, Squall will go into space...

Now comes a tricky minigame. You have roughly a minute and a half to 
catch Rinoa as she floats towards you, and you don't get directions 
unless you fail. If you do, choose to start over. Once you succeed, 
Squall will grab Rinoa, then you'll float over to a dragon-shaped 


Draw Points: Life(r)
Hidden Draw Points: Full-life

When you come in, you'll see a Save Point. Use it. Then, head towards 
the next room; Squall will close the airlock. In the next room, you'll 
take off your space suits, since you don't need them now. Head to the 
next room; you'll see a strange creature on the lower level. You've got 
no choice but to head there...

The creature is an alien called a Propagator. There are 8 of them on the 
ship. Now, it's important to kill the Propagators in the correct order. 
You have to first fight one Propagator, then fight another one of the 
same color. If you don't, they'll revive each other. I'll use the room 
names to help you find the Propagators of the correct colors.

Purple: 1. Hangar (this is where the first Propagator you see is)
        2. Entrance (go through the big door in the Hangar, then go
        through the door on your left)
Red: 1. Aisle (go through the big door in the Hangar)
     2. Aisle (upstairs from the Hangar; I think it only appears once
     you've gone through the door on the Aisle with the elevator) Note:
     There's a Draw Point with Life here.
Green: 1. Passenger Seat (go through the door in the back of the Aisle
       with the elevator) Note: A computer here tells you how to kill
       the Propagators.
       2. Air Room (head back towards where you entered the Ragnarok)
Black: 1. Hangar (go through the small door in the main room of the
       Hangar) Note: There's a Save Point here, and a hidden Draw Point
       with Full-life.
       2. Aisle (go through the left-hand door in the Entrance) Note:
       The elevator here will take you to the bridge once you've beaten
       all 8 aliens.

Also, a sidenote: Rinoa can't use her Angelo Limit Breaks here, since 
Angelo's not here. However, she has a new Limit Break, Angel Wing. This 
is essentially a variation of Berserk; you can't control Rinoa, but 
she'll cast spells when her turn comes up, and they'll do more damage. 
It's not that great, but try it if you want.



Fighting the Propagators is the easy part. They have quite low HP, and 
can even be killed by Odin on occasion. Their attacks are a bit strong, 
and they use status spells, but if you have Recover and Treatment, 
they're not a big threat. They also drop various Stones (Death, Flare, 
Ultima, etc.) when defeated. Alternatively, you can Mug them for Wizard 
Stones. Each Propagator is worth 5 AP, making this a decent place to 
learn GF abilities. (Though there are better.)


Once you defeat all the aliens, head to the bridge and watch the ensuing 
scene. You'll return to earth!

(Ha. I funny.)

 -Spaceship Landing Zone

When you return, some Esthar officials will be on the scene and take 
Rinoa away, since she's a sorceress and they have to seal her powers. 
Squall will protest, but Rinoa will go anyways...

Go back to the Ragnarok and head to the Passenger Seat. Your other team 
members will come in, starting with whoever went to Lunar Base with you. 
However, Edea's no longer a member. After a while, Quistis and Zell will 
make you go and find Rinoa. As you head out of the room, the ship takes 
off... You're flying!

Go to the bridge to find Selphie and Irvine. You can now fly around the 
world in the Ragnarok. One useful feature is the auto-pilot; bring up 
the big world map while you're flying the Ragnarok, and select any town 
on it. You'll fly straight there. You may want to explore the world 
right now, but first, get Rinoa back. Head to the Esthar Sorceress 

Note: If you missed the Alexander card in the Lunar Base, you still have 
a chance to get it now. On the Abadan Plains south of Esthar, there's a 
peninsula; if you wander around on the peninsula, you'll find a crashed 
space pod. (It's invisible on the map.) Piet is here, and you can win 
Alexander's card from him if you didn't already; also, be sure to 
remember where this place is...


 -Sorceress Memorial
Draw Points: Stop(r)

Use the Stop Draw Point at the entrance, then approach the guards. 
They'll let you in to see Rinoa. Inside, you'll chase away the 
researchers; head left, and you'll find Rinoa. You'll automatically head 
out; some soldiers will stop you, but a large man will appear and 
silently motion them to let you through. Leave, and Squall will seem to 
recognize him. I think you can guess who he is.

Back on the Ragnarok, you'll decide to head to Edea's orphanage...


 -Edea's House

The events here will be a bit different depending on whether Rinoa is in 
your current party or not.

If she's not in the party, you'll see Angelo when you come in. He'll run 
off; follow him to find a flower field. Your party members will run off; 
now talk to Angelo, and Rinoa will walk in. 

If she _is_ in the party, talk to Edea. Then you'll see Angelo run off 
as you exit the orphanage. Your third character will run out.

Either way, Squall and Rinoa will talk for a while, then Zell will run 
in and tell you that someone sent a transmission to you from the Esthar 
Presidential Palace... namely, Kiros. Sounds like you'd better go 
there... Edea will talk to you briefly as you leave.


Rare cards: Squall, Phoenix (see Queen of Cards side quest)

Here's something convenient; you can land the Ragnarok at the Esthar 
Airstation. There are random encounters here, so be ready. You can Mug 
and win some good items from the enemies here, though. One particular 
place to keep in mind: From the Save Point, go southeast, then head 
north using the path next to the lifter chute. Go to the east section of 
the screen. Here, talk to the shadowy figure on the railing and you'll 
fight an Elnoyle. Leave the screen and come back, and the shadowy figure 
will be back, allowing you to fight Elnoyles any time. Quite handy for 
getting Energy Crystals. Anyways, head to the Presidential Palace.
You're now allowed into the President's office.

When you enter the office, Squall will recognize the two aides as Kiros 
and Ward... So, guess who the President is. =P Walk over to them and 
Laguna will start talking to you. Now talk to him; you can also play 
cards with him to get Squall's card. There are several topics you can 
ask about; if you ask about what he's doing here, you can find out more 
about what happened after the last Laguna scenario. What you need to do, 
though is ask for the mission briefing. Then, talk to Laguna again and 
agree to do the mission. You'll automatically go to the Ragnarok. Laguna 
will stay in the Passenger Seat, so you can win Squall's card from him 
any time.

Now that you have the Ragnarok, this is a good time to do some of the 
side quests. Do whatever ones you want, then pilot the Ragnarok to 
Tears' Point to find...


 -Lunatic Pandora

You'll ram through the Lunatic Pandora's shields with the Ragnarok. Talk 
to the pilot (who varies depending on who's in your current team) if you 
want to leave; otherwise, head to the Entrance and walk out. Fujin and 
Raijin will show up and attack.


Absorbs Wind
Weak against Poison

Absorbs Thunder
Weak against Poison

They've learned a few new spells, but if you use strong Poison-elemental 
attacks, the battle will be over so soon that you won't have to worry. 
If you Mug Raijin, you'll get a Hyper Wrist; otherwise, you'll get two 
Str Ups after the battle. You'll get a Megalixir from Fujin whether you 
Mug or not. The only thing of note is that you may be able to draw Full-
Life from Fujin if she's at a high enough level. They're worth 20 AP.


After beating those two, hed to the next screen. Wedge and Biggs are in 
the lower-right corner; talk to them for a laugh. Go through the nearby 
door. Don't worry about the enemies here; they're all Level 1. The 
Behemoths are still pretty strong, though. If you didn't get in here 
with Zell, refer to that section for where to get the items. The only 
difference is that the Save Point is clearly visible now. Aside from 
that, just make your way to where the robot kicked you out before... 
this time, instead of throwing you out, it attacks.


Mobile Type 8
Weak against Thunder

Left Probe

Right Probe

This robot has two modes. In the first mode, if you hit the main body, 
the two side cannons will counterattack for a fair bit of damage. In the 
second mode, the side cannons will fly off the main body, and will 
counterattack if you hit them. The robot isn't much of a threat in the 
first mode; it'll just use a weak attack on you occasionally. In this 
mode, try to Mug the two side cannons. The left one gives you 4 Vit Ups, 
while the right one gives you 2 Str Ups. The second mode is much more 
dangerous; shortly after shifting into this mode, it uses a Corona 
attack that drops your entire team's HP to 1. Heal up quickly after 
this; just before it shifts modes again, it'll use a powerful Megido 
Flare attack on your whole team. Do NOT use GFs in this battle; they'll 
just trigger its counterattacks, and probably won't survive Corona. Use 
single-target attacks on the main body; also, Counterattack is good, as 
it'll let you do some damage against the first mode. Like the Orbs in 
the battle with NORG, the side cannons can't be destroyed. The main body 
can be Mugged for a Laser Cannon, but don't bother Mugging it, as you'll 
get two after the battle if you don't. You'll get 40 AP after the fight.


After beating Mobile Type 8, you may want to go back and save. After 
that, go to the room past Mobile Type 8 and watch the scene play out, 
then Seifer will attack you.


Weak against Poison

This shouldn't be too tricky. Mug Seifer for another Hero (of course, 
you'll probably win one afterwards anyways) and Draw Aura spells from 
him if you don't already have a good supply. You'll get 40 AP.

Also, if you got Odin before this battle, he'll try to Zantetsuken 
Seifer, but it will backfire. After you defeat Seifer, or enough time 
passes, Gilgamesh will appear and blow Seifer away. Now Gilgamesh will 
appear randomly during battles, and Odin won't; actually, Gilgamesh is 
even _more_ annoying than Odin when you don't want him.


Seifer will run off, and if Rinoa's not in your party someone will run 
in and tell you that Seifer grabbed her. You'll be asked to make a 
party, then you'll see Seifer taking Rinoa to Adel... Now you'll be 
asked to save. It is now ESSENTIAL that you save in a separate slot, 
especially if you have side quests left to do, since you won't be able 
to go to any towns after this. Now, Disc 4 will begin...

-Disc Four

(Don't worry. You won't have to suffer through my titles much longer.)

 -Lunatic Pandora: Save Rinoa!
Draw Points: Break

You can't leave the Lunatic Pandora now. All there is to do is go and 
find where Seifer took Rinoa. Go back to the room where you fought 
Mobile Type 8; there's now a "bridge" over to the structure on the 
right. Climb the first ladder; then, climb the second one to find a Draw 
Point with Break. (It's hard to see.) Climb back down, then walk over to 
the slanted beam; walk up it. You'll soon come to Seifer and Rinoa. Just 
as you get there, Adel wakes up and grabs Rinoa...



Rinoa (Keep her alive!)

Those of you who rely on GFs are toast now. You _need_ to have good 
Junctions in order to win this battle. If Rinoa dies, you lose, and Adel 
will keep draining her. (Note: I don't think Junctioning will affect 
Rinoa's stats in this battle.) The Recover command will be useful here; 
always have one person ready to use it on Rinoa, since Adel will keep 
draining her. Basically, keep Rinoa healed while hitting Adel with your 
strongest single-target attacks. If you plan to use Limits, Squall's is 
a bit risky, as Fated Circle and Blasting Zone hit all the enemies, and 
Selphie's picks targets randomly, but everyone else's Limits are fine. 
If you haven't gotten the hang of Junctioning yet, this will be a tough 
battle; if you have, however, it's quite easy. Mug Adel for a Samantha 
Soul; you can also Mug Rinoa for 8 Megalixirs, but make sure the 
character trying that has a _low_ Strength. You won't get anything after 
the battle.


Once you defeat Adel, Ellone will send Rinoa into the past, allowing 
Ultimecia to acheive time compression. Now you have to make it through 
the time compression to defeat her.

Draw Points: Triple
Hidden Draw Points: Flare(r?)

Watch the FMV of time getting compressed. When it's over, you'll be in a 
room with a save point. Suddenly, a whole bunch of Save Points appear. 
Save, then continue to the next room. Someone who looks like Edea will 
be there, then a battle will begin...



A simple, although strange, battle. There are a number of "Sorceresses" 
who will attack; the first few will be weak, the next few will be a bit 
stronger, and the last Sorceress will be quite strong. Also, every time 
another Sorceress appears,, the battlefield shifts to a different scene. 
You can Mug them for various stones, and you'll probably get some when 
you win. The only one you really need to worry about is the last one, 
and even she's not that hard. When you hit her, she'll counterattack, 
but it only does about 1000 damage. Also, if you have Counter on, you'll 
counter her counterattacks! =P After a while, she starts counting down 
from 5; when she finishes, she'll use Ultima. You'll probably kill her 
before then, though. You'll get a whopping 55 AP for winning.


After defeating the "Sorceress", you'll appear in Edea's house... Head 
to the beach. As you walk further on, dead SeeDs will materialize, and 
you'll see an FMV of a creepy-looking castle... This place is weird. 
Keep going until you reach a chain. (You'll find a Draw Point with 
Triple just before.) 

There are three doorways beside the chain; stand near them and press the 
Confirm button to jump over to them. They'll lead to various places in 
the overworld. However, you can't enter towns on the overworld. You 
_can_ play cards, though; go through the topmost doorway to reach the 
Chocobo Shrine, then ride a Chocobo to the Centra continent and wander 
around until you find the Ragnarok. On the Ragnarok, you'll find all the 
CC members if you beat them before; you'll also find Joker regardless of 
whether you beat him or not. If you use Card Mod on rare cards, you can 
win them back from the CC members, which is pretty handy. You can also 
find the Queen of Cards at the crashed escape pod, where Piet was 
before. The CC members use rules from various regions, a different 
region for each member, while the Queen uses all the rules except Open, 
and you can't alter them. I recommend challenging the CC members. =P

Anyways, getting on with the walkthrough... Climb up the chain to reach 
a Save Point and a hidden Draw Point with Flare, then head towards 
Ultimecia's castle.

(There. No more of my titles. Happy now?)

 -Ultimecia Castle
Draw Points: I'll list these in the next version.
Hidden Draw Points: See above note.
GFs: Siren, Carbuncle, Leviathan, Pandemona, Cerberus, Alexander, Eden 
(if you missed them before)
Items: Rosetta Stone

When you enter the castle, you'll be told that your abilities have been 
sealed by Ultimecia's servants. The following abilities will be 
unavailable while you're in the castle:

Item - Cannot use items in or out of battle
Magic - Cannot cast spells in or out of battle
GF - Cannot summon GFs or use their Menu Abilities
Draw - Cannot use the Draw command
Command Ability - Cannot use special commands besides Draw, Magic, GF, 
and Item
Limit Breaks - Cannot use Limit Breaks
Ressurection - Cannot revive characters, even if the appropriate ability 
is unsealed
Save - Cannot save inside the castle

You can remove the seals on these abilities by defeating the various 
sub-bosses inside the castle. When you defeat a sub-boss, you'll be 
asked which seal you want to remove. Save is probably the least 
important ability to unseal; you can always go outside the castle to 
save. So unseal the other abilities first. Also, if you've missed Siren, 
Carbuncle, Leviathan, Pandemona, Cerberus, Alexander, or Eden, you'll be 
able to Draw them from the sub-bosses. If you've missed any of those 
GFs, I highly recommend unsealing Draw first. Aside from that, which 
abilities you unseal depends on your style of play. You _can_ make it to 
Ultimecia without unsealing any abilities, but you probably won't be 
able to defeat her.

One last note: You have two parties in this castle, and can switch 
between them at the green glowing spots. Also, if you have both teams on 
the same spot, you can switch members between them.

Now, for the castle itself. You'll probably notice a creature on the 
stairs in front of you; that's one of the sub-bosses. I think you have 
to fight it before you can fight any of the others, but I'm not 
positive. Note that this is just one way to get through the castle; if 
you want, you can fight the bosses in a different order. Also, if you're 
having trouble with a sub-boss, you can run from most of them.



Just attack it. Like you have a choice. A high Strength is a good idea 
here. After you do enough damage, it takes off its mask and becomes...


Again, just attack. The Sphinxara will summon a Jelleye to help it; 
ignore the Jelleye or you'll have to deal with more dangerous monsters 
after you kill it. Just focus on the Sphinxara. It should die quickly, 
and you'll get 2 Megalixirs and 30 AP as your prize.


After defeating Sphinxaur, you'll be given a choice of which ability you 
want to unseal; I recommend Draw. You can also explore the area it was 
guarding. First, go into the door right behind the Sphinxaur. Inside, 
there's a chandelier; when you walk on it, it drops to the floor. On the 
floor, there's a hatch leading to the wine cellar; open it. (You can get 
to this area before fighting Sphinxaur, but there's a latch on the 
door.) In the wine cellar, there's another sub-boss...



He'll counterattack with Mega Spark, a Thunder attack. Just Junction 100 
Thundagas to Elemental Defense, and you'll get healed every time you hit 
him, making this an easy battle. If you missed the Siren GF, you can 
Draw it from him. You'll win a Rocket Engine and 30 AP from him.


I recommend unsealing the GF ability after this fight. Now, go back 
upstairs. There's a party switch point; step on it, and the chandelier 
will stay in place. Switch to the other party, Junction them if need be, 
and walk across the chandelier. Go through the next door and you'll find 
another sub-boss...



You can draw Carbuncle from him if you missed it before. He'll use a 
strong counterattack on you, but you can avoid it by hitting him with 
GFs. Make sure your HP are high, though; Krysta will cast Ultima on you 
when he dies. He probably won't get in more than one other attack, 
though. You'll win an Elem Guard and 30 AP.


Unseal the Magic or Item ability next. Also, this might be a good time 
to go outside the castle and save.

To find the next boss, go East from Sphinxaur. You may notice a bell 
with a pull-rope and a party swithc point on the next screen; ignore it 
for now. The bell is used to make the Omega Weapon appear, and you're 
not ready for that fight now. See Side Quests for more details. Anyways, 
go through the door to the Gallery.

In the Gallery, there's a clock on the floor and a bunch of portraits. 
Look at all the portraits; the title on one of them will be faded and 
then a list of the titles of all the other portraits you've looked at 
will be shown. This is a very devious puzzle. If you're stumped, the 
solution is below.

If you're wondering, the names of the portraits are Ignus, Inandantia, 
Iudicium, Intervigilium, Venus, Viator, Vigil, Vividarium, Inaudax, 
Xystus, Xerampelinae, and Xiphias. If you can figure out why I listed 
them in that order, you're on a good start to solving it.


Notice how all the portraits have names starting with I, V, or X? The 
titles are actually code words for the Roman Numerals from 1 to 12. From 
the South side of the balcony above the room, you can see the clock face 
clearly; the hour hand is pointing at VIII, the minute hand at IIII, and 
the second hand at VI. So, the answer is Vividarium, Intervigilium, 


Once you've solved the puzzle, black-green smoke will appear. Back in 
the actual room, there's a new boss to fight...




You can Draw Leviathan if you missed it. You can also draw Meltdown; I 
like to cast it on him and then hit him with physical attacks. This boss 
will summon weaker Dromas; ignore them or kill them as you see fit. Note 
that Drain works on Trauma. After it loses a certain amount of HP, 
Trauma will drain from the Dromas every time you hit it. This isn't a 
big deal, though. All in all, this is an easy battle. Your prize is an 
Elem Atk and 30 AP.


Unseal whichever of the Item and Magic commands you didn't already, then 
move on. There's a party switch point, and a set of stairs just past it. 
Go down the stairs to find two doors. The one on the right is locked, so 
go through the one on the left. The door closes behind you; examine the 
statue in the corner for a key. As you grab it, though, a huge monster 
attacks you...


Red Giant

The Red Giant takes little damage from most attacks, but he does have a 
weakness... Demi. You can Draw this from him, so he shouldn't be too 
hard. If you missed Pandemona, you can get it here. He also doesn't like 
Diablos much, and Cactuar will do normal damage to him... even so, he 
says "THat GF is a waste of tiME!" after being hit by Cactaur. =P Pretty 
easy, if you know how, although he's got some strong physical attacks. 
When you beat him, he'll disintegrate rather spectacularly and you'll 
get a Diamond Armor and 30 AP.


I recommend unsealing Ressurection at this point. Now, unlock the door 
with the prison key. You can't open the other door here just yet.

To reach the next boss, go up the stairs and use the party switch point. 
Go through the door north of where you fell off the chandelier to find a 
fountain; examine it for the Treasury Key. This isn't the key you need, 
but you may as well get it while you're here. Go into the next room, 
then climb the stairs. You'll come to a bridge with an object in the 
middle of it; that's the key you need. You can either walk towards it 
and pick it up, or run; if you run, the key falls in the water. Don't 
worry, it winds up right by the door you need to use it on.

Switch to the other party and use the key to open the door. Inside, 
you'll see a face on the ground...



These are just ordinary enemies; you shouldn't have any problems. 
However, once you defeat them, a stronger monster appears...


He'll use Counter Twist if you hit him with physical attacks, so use GFs 
or spells. If nothing else, you can Draw Quake spells and cast them back 
at him. Be careful; he can cast Berserk. You can Draw Cerberus from him 
if you missed it before. Once he's beaten, you'll get a Magic Armlet and 
42 AP.


Unseal either Command Ability or Limit Break, then go back to the party 
switch point. Go back to where Sphinxaur was and go left. You'll come to 
a door; the Treasury Key will open it. Inside are four coffins. You'll 
have to solve a simple puzzle to get them all open; when you do, a large 
Behemoth-like creature will appear.


Absorbs Thunder
Weak against Earth/Water

Draw Alexander from him if you missed it before. The only trick about 
him is that he casts Meteor when he dies. You'll get a Status Atk and 30 


Unseal whatever's left besides Save. 

At this point, you can get a Rosetta Stone if you want. If you don't 
want it, skip this whole paragraph. Otherwise, go back to the hallway, 
head north, and stand on the switch point. Switch to the other party and 
go up the nearby stairs, then head west. You'll be in the same room as 
the other party, but on the higher level. Now, step on the switch point 
nearby. If the characters on the higher level have more total weight 
than the ones on the lower level, (the male characters are heavier, so 
just having more males in that team will do it) the elevator will shoot 
up. Switch parties now and go left; the door here leads to a room with 
the Floodgate Key. Switch to the other party; they'll get off, and the 
other side will fall down. Now, stand on the switch point and put your 
best party together. Go back to the room where the prison is; just 
outside it is a lever with a lock on it. With the Floodgate Key, you can 
unlock it and use it. Now, head back to the fountain. In the room to the 
north, you'll find an organ; hit _all_ the keys at once. (A bit tricky, 
considering the controller layout.) Back in the fountain room, take the 
path on the upper-right to find a barred gate. If you hit all the keys 
at once on the organ, it'll be open and you can go through. After a 
short walk, you'll find a Rosetta Stone; also, the nearby door opens 
into the prison.

Whether you get the Rosetta Stone or not, go past the bridge where the 
Armory Key was to find a tower. There's a hidden Save Point on the first 
screen; if you haven't unsealed Save, it won't do you much good, but 
remember where it is if you want to fight Omega Weapon. As you climb, 
you'll see a swinging pendulum. Get close to it, then hit Confirm to 
jump onto it and you'll swing to the other side. Go through the door, 
and you'll see a huge flying dragon...


Flying Moster
Immune to Wind
Strong against Fire/Thunder

You can draw Eden if you don't have it. Tiamat will prepare a powerful 
Dark Flare attack by spelling Dark Flare one letter at a time; (in other 
words, first the message "D" appears, then "Da", all the way up to "Dark 
Flare") cast Shell to reduce the damage. Tiamat has considerably higher 
HP than the other bosses, which is why I recommend fighting him last. 
Still, he shouldn't be too tough; just use whatever your normal boss 
strategy is. The key is to either survive Dark Flare, or kill him before 
he uses it. You'll get a Status Guard and 30 AP after the battle.


Unseal Save; you're almost done. Go back to the tower and keep climbing. 
The path is fairly straightforward at this point; just keep going and 
you'll find a Save Point. Use it, set your characters up, (I've got a 
section on that after the battle strategy) and then go through the 
nearby door to find Ultimecia... 



Your party is picked randomly for this battle; however, if a character 
dies, they will disappear if you don't revive them quickly, and be 
replaced by another character if any are left. You can deal with this in 
two ways: either give everyone good Junctions so that no matter who 
you've got, they should be able to handle themselves; or, have three 
strong characters and kill the others off until you have your preferred 
team. I've tried both methods, and they're both very effective; do 
whichever one suits you. Anyways, this part of the battle isn't too 
hard; Ultimecia can use Maelstrom on you, but her other attacks aren't 
that dangerous. I recommend having 100 Pains on ST-Def to avoid its 
Curse effect. If you're going to kill off characters, do it now. The 
basic strategy for the entire battle is pretty basic: hit hard, and heal 
when needed. After you defeat her, she'll summon "the strongest GF"...


This is where it starts to get tricky. From here on, the enemy can 
sometimes remove your entire stock of a spell, which can be a big 
problem if it's Junctioned to something. Also, in this particular part 
of the battle, Griever will Draw spells from you and cast them. He also 
uses Gravija. Stay healthy, as Griever will cast Shockwave Pulsar when 
defeated, and there's still a ways to go...


Now Ultimecia fuses with Griever to become a very strange-looking 
creature. Not much to comment on here. Ultimecia will sometimes create a 
Helix monster, but I don't know what they do. After enough damage, 
you'll knock off her lower half. This part of the fight isn't too rough, 
but ýou'll still get your spells blown away at times, so watch out. 
Defeat her this time, and she'll change again...


At this point, Ultimecia will start using "Hell's Judgement", which 
drops everyone's HP to 1. Chances are that your GFs won't survive this, 
so don't bother with them. Just heal after being hit by it. After enough 
damage, Ultimecia's lower half will be available as a target; she'll 
Draw Apocalypse from it and cast it, doing about 3000 damage to the 
whole party. However, you can Draw it as well. Eventually, Ultimecia 
will start saying things after every hit; at this point, just keep 
hitting her, and you'll soon win. Now sit back and watch the ending 


-Setting up for the last battle

Those of you who want to kill off all but your best three characters 
should have no trouble getting set up. However, if you want to set 
everyone up to be ready, it'll take some effort. Here's some tips: 
(which also apply if you're going to use the "best team" strategy)

-Make sure everyone has a GF with Ability*3 or Ability*4.
-Also make sure everyone can Junction to all five basic stats, and as 
many characters as possible can Junction to Speed. Tonberry's Call Shop 
will help with this.
-Revive and Recover are useful, though optional.
-Be sure to have plenty of Aura and Meltdown spells in stock.
-Auto-Haste and Spd+40% will help a lot; being able to get more turns in 
will make the battle a lot easier.
-Make sure several people have the Item command, since you may need that 
as a backup in case your healing spells get blown away.
-If you've got Call Shop, and you've visited Johnny's Shop in Esthar, 
buy a lot of X-Potions. A few Megalixirs would be good, too.

These tips are just a starting point, but they should help you be 
prepared no matter who's on your team. Of course, the real fun is in 
finding your own setup. Good luck, and enjoy!


-Rare Card Locations

Here's a list of where to find all the rare cards in the game and what 
you can get from them with Card Mod.


PuPu           Complete the UFO Chase, and give PuPu Elixirs when you
               meet him. Refines into a Hungry Cookpot.
ChubbyChocobo  Lose the Chicobo card to the Queen of Cards. Later, win
               this card from the student on the bench near the library
               in Balamb Garden. Refines into 100 LuvLuvGs.
Angelo         Win it from Watts on the Timber Owls' train or the White
               SeeD Ship. Refines into 100 Elixirs.
Gilgamesh      Win it from the CC Member King. Refines into 10 Holy
MiniMog        Win it from the kid jogging around near the directory in
               Balamb Garden. Refines into 100 Pet Houses.
Chicobo        Get the Stones in all 6 Chocobo Forests, then go to the
               Sacred Chocobo Forest. Refines into 100 Gysahl Greens.
Quezacotl      Win it from Mayor Dobe in FH. Refines into 100 Dynamo
Shiva          Give Zone the "Girl Next Door" magazine. Refines into 100
               North Winds.
Ifrit          Defeat Ifrit in the Fire Cavern. You can't miss this
               card. Refines into 3 Elem Atks.
Siren          Win it from the pub owner in Dollet. Refines into 3
               Status Atks.
Sacred         Defeat Sacred and Minotaur in the Tomb of the Unknown
               King. Refines into 100 Dino Bones.
Minotaur       Defeat Sacred and Minotaur in the Tomb of the Unknown
               King. Refines into 10 Adamantines.
Carbuncle      Win it from the CC member Heart. Refines into 3 Glow
Diablos        Defeat Diablos by calling him with the Magic Lamp.
               Refines into 100 Black Holes
Leviathan      Win it from the CC member Joker. Refines into 3 Doc's
Odin           Defeat Odin in the Centra Ruins. Refines into 100 Dead
Pandemona      Win it from the Hotel Owner in Balamb after finishing the
               scenario there, or from his daughter during the scenario.
               Refines into 100 Windmills.
Cerberus       Defeat Cerberus in Galbadia Garden. Refines into 100
Alexander      Win it from Piet at the Lunar Base or the crashed landing
               pod. Refines into 3 Moon Curtains.
Phoenix        Lose the Doomtrain card to the Queen of Cards. Later, win
               this card from a Presidential Aide in Esthar. Refines
               into 3 Phoenix Spirits.
Bahamut        Defeat Bahamut in the Deep Sea Research Center. Refines
               into 100 Megalixirs.
Doomtrain      Lose the Alexander card to the Queen of Cards. Later, win
               this card from the pub owner in Timber. Refines into 3
               Status Guards.
Eden           Defeat Ultima Weapon in the Deep Sea Research Center.
               Refines into 3 Monk's Codes.
Ward           Win it from Dr. Odine in Esthar. Refines into 3 Gaea's
Kiros          Lose the MiniMog card to the Queen of Cards. Later, win
               this card from someone in Deling City's Shopping Center.
               Refines into 3 Accelerators.
Laguna         Win it from Ellone at the Lunar Base; _very_ hard to get.
               Refines into 100 Heros.
Selphie        Win it from her friend at Trabia Garden. Refines into 3
               Elem Guards.
Quistis        Win it from one of the Trepies in Balamb Garden. Refines
               into 3 Samantha Souls.
Irvine         Lose the Sacred card to the Queen of Cards. Later, win
               this card from Flo in FH. Refines into 3 Rocket Engines.
Zell           Win it from Ma Dincht in Balamb. Refines into 3 Hyper
Rinoa          Lose the Ifrit card to General Caraway in Deling City,
               then play him again to win the Rinoa card. Win the Ifrit
               card back from Martine in FH. Refines into 3 Magic
Edea           Win it from Edea at her house. Refines into 3 Royal
Seifer         Win it from Headmaster Cid; the earliest point you can do
               this is just before leaving for Timber. Refines into 3
               Diamond Armors.
Squall         Win it from Laguna on the lower deck of the Ragnarok.
               Refines into 3 Three Stars.

-Timber Maniacs Locations

*Will be added later*


To obtain the Diablos GF, use the Magical Lamp and you'll fight him. The 
earliest point you can do this is before heading to Timber. If you want, 
you can try and fight him at that point. If you have trouble there, 
though, try fighting him during the Laguna sequence. Laguna, Ward, and 
Kiros all have strong Limit Breaks, so you might find it easier this 


Flying Monster

He's fairly tough; he casts Demi and sometimes uses a spell called 
Gravija that lowers your HP to critcial. The trick here is to give 
everyone the Draw and Magic commands. Draw Demi from him, then cast it 
from your stock. He'll cast Curaga on you if you do! Also, since none of 
his spells can kill you, try casting Blind on him so his physical 
attacks don't pose as much of a threat. If you can, stock up on Demis, 
but it's pretty tough at this point.


GF Diablos' Stats:
Starting Level: 9
Starts with Mag-J, Ability*3, Magic, GF, Draw, Item

Learn HP-J first if you did this early on; that way, everyone in the 
party can have increased HP. Then, go with Time Mag-RF and ST Mag-RF so 
you can get some nice spells. After that, work on either Mug or Enc-
Half. Once you've learned Enc-Half, work on learning Enc-None.


-Dollet revisited
Rare Cards: Siren
Items: Potion/X-Potion, Phoenix Down/Mega-Potion, Soft/Elixir, 
Occult Fan II

After escaping from Timber, you can head North from the train station to 
reach Dollet again. There's two things of note here. First of all, you 
can win the Siren Card from the pub owner. After you defeat him once, 
he'll move to another room and start using Siren's card. Be sure to get 
it. Also, talk to him normally to get a whole bunch of weak cards. You 
can also search the pile of magazines near the door to get various 
items; after getting three items, you won't find anything unless you 
leave the room and come back. (Note that you can still get some items 
after getting the "There's nothing of interest here" message; but after 
the third item, you won't find anything.) If you keep searching the 
pile, you'll get Occult Fan II.

The other thing you can do is the "Find-The-Dog" subquest. Go through 
the town until you find a dog, and a boy standing next to a door. Talk 
to the boy, and he'll go inside. Follow him.

Inside the house, there's a short scene. After the scene, look at the 
painting and Squall will say he's seen that place before. Go outside, 
and you'll notice that the dog has disappeared. Go to the fountain (it's 
what the painting was of) and look on the right side to find the dog. 
Talk to him, and you'll have a choice of whether to look under his bone 
or not. Do it. You'll find a Potion if you do this early on, an X-Potion 
if you do it on Disc 3.

Now, go back to the boy's house; there's another scene. Look at the 
painting again, then go outside and head up one screen to the pub. Just 
North of the pub's door is the dog. Look under his bone again for a 
Phoenix Down. (Mega-Potion if you do this later)

Go to the house for a third time; there will be another scene. Look at 
the painting again, then go outside to find the dog. Look under his bone 
for a Soft. (or an Elixir) The old man will go back into the house and 
you'll overhear a conversation. That's it.

Note: The boy is the Queen of Cards' son. He'll prove important in 
another sidequest... See the Queen of Cards side quest for more 

Also, if you want, you can get into the mountain area by talking to the 
Dollet Soldier guarding it twice, but there's nothing much there.


Draw Points: Float
Hidden Draw Points: Cura
Rare Cards: Sacred, Minotaur
GFs: Brothers

The Brothers, Sacred and Minotaur, are found in the Tomb of the Unknown 
King. You have to go to the Tomb to get into Caraway's Mansion, but you 
don't have to go in very far. The toughest enemies in the tomb are 
probably the Blobras and Armadodos; the Blobras are very resistant to 
physical attacks, and each one has a different elemental weakness. 
Either Scan them and then cast the appropriate elemental spell, or just 
summon GFs. The Armadodos aren't particularly strong on the offensive, 
but they'll take a few rounds to kill. Anyways, to get the new GF, first 
make your way into the room furthest East. Approach the pedestal, and 
Sacred will attack.


Weak against Wind, Water
Immune to Earth

He'll regenerate HP regularly as long as he's on the ground. So, cast 
Float on him. His attacks are fairly strong, so make sure you have 
strong HP and Vit junctions. Other than that, there's nothing special 
about this battle; just hit him with your best attacks, and Draw a few 
Life spells if you can get away with it.


After defeating Sacred, go outside and save. You can reach the 
Northernmost and Westernmost rooms now. (There were stone tablets in the 
way before.) Each of those rooms has a switch. (The Northernmost room 
has a Draw Point with Float, and the Westernmost has a hidden DP with 
Cura.) After pushing both switches, head to the center of the tomb from 
the South side. There will be a bridge leading across; cross it and 
you'll find Sacred again. This time, his older (but smaller) brother 
Minotaur joins in the fight.


Weak against Wind, Water
Immune to Earth

Absorbs Earth
Weak against Wind, Water

Both brothers will regenerate HP unless you cast Float on them. Cast it 
right away, and recast it if you need to. Individually, they're not too 
tough; Sacred's the same as before, and Minotaur's attacks do about the 
same damage as Sacred, though he sometimes gets a critical. He can also 
pound the ground, damaging you whole team with earth damage. Also, the 
two of them have a combo attack, Mad Cow Special, which does a LOT of 
damage. Avoid it with Float. Use your best attacks on Minotaur, as he 
poses a bigger threat than Sacred. Once Sacred's alone, it should be 
easy. Your rewards are some G-Hi Potions and G-Returners, the Sacred 
Card, a whopping 40 AP, and the Brothers GF.


After the fight, the Brothers join you as a GF. Also, the tomb flies 
open and the king gives you the Minotaur Card. The Sacred and Minotaur 
cards are very good; use them whenever possible.

GF Brothers' Stats:
Starting level: 7
Starts with HP-J, Magic, GF, Draw, Item, HP+20%

Learn Boost first. After that, go with Str-J and then Spr-J, so that you 
can have more party members with those abilities.



There's one mildly rewarding side quest you can do here. To start the 
subquest, go to the large manor in the town square. Talk to the guy on 
the stairs, and he'll tell you about the vase. What you have to do now 
is find the 4 pieces of the broken vase. Here's where to find them:

1) Examine the suit of armor on the left side of the manor. Then try to 
move away from it. It starts moving, then collapses and a Chicobo comes 
out and drops a Vase Piece. Pick it up.

2) Go south from the town square. You'll see an old woman go into her 
house. Go inside and examine the flowers. The first time, the old woman 
asks you if you like flowers; the second time, you'll find a Vase Piece.

3) Go south from the old woman's house. You'll see a Chicobo crossing 
the road. Stand in the right place and talk to the Chicobo as it crosses 
the road; it'll jump in the air and come down, and a Vase Piece will 
float down afterwards. You can do this a second time for Gysahl Greens, 
and a third for a Phoenix Pinion. (It says Phoenix Down when you get it, 
but it's actually a Pinion. See the Shumi Village section for info on 
what it does.)

4) This vase piece is harder to find than it should be. Go to Raine's 
old house and go upstairs. Talk to the woman there until she mentions 
flowers, then go downstairs and examine the flowers on the table in the 
lower-right corner. Raine's ghost will appear; talk to it and a cat will 
appear in its place. Talk to the cat for the last Vase Piece.

After you give all the vase pieces to the man, he'll reward you with a 
Holy Stone. Nothing much, but then, you didn't do much.


-Shumi Village
Draw Points: Ultima(r), Firaga, Blizzaga
Items: Phoenix Pinion, Status Guard

Like the broken vase side quest in Winhill, this one can be frustrating 
and annoying. Go to Shumi Village, near the top center of the map. You 
can get there once you have the mobile Garden. Once you're inside, 
you'll find a Shumi who offers to let you use the Draw Point for 5000 
gil. It's worth it; the Draw Point contains Ultima, a great spell for 
Junctioning. It regenerates after a while, so make it a point to come 
back here every so often.

Anyways, to start the side quest, take the elevator to the lower part of 
Shumi Village. A hologram will greet you. Once you reach the bottom, go 
into the building on the far left side of the village and examine the 
statue. Squall will recognize it as Laguna, and the nearby Shumi, 
Sculptor, will overhear him. Pleased that you know Laguna, he tells you 
to see the Elder. Agree, then search behind the statue to find a Draw 
Point with Firaga. Leave Sculptor's building and head east to the next 
screen. The Moomba that was blocking the entrance to the building there 
will have moved. You can now enter the building, as well as reach the 
nearby Blizzaga Draw Point. Go inside. After talking with the Elder for 
a while, try to leave and he'll ask Squall to see Sculptor and help with 
the statue.

When you talk to Sculptor, he'll ask you to find several stones. Agree. 
If you talk to Specialist, the Shumi near the entrance, he'll give you 
hints about where to find the stones. First, sculptor will ask for the 
blue stone. You can go crazy looking for this; it's just to the left of 
the statue. Sculptor already had it. =P

Next, Sculptor asks for wind stones. This is also pretty easy; head back 
towards the elevator. You'll notice a rock beside a building you can't 
enter; examine it for the wind stone.

Take the wind stone back to Sculptor, and he'll ask for life stone. You 
really can't miss this; head back towards the elevator, and Squall will 
notice something when you head right from Elder's house. Examine the 
area to get the life stone.

After you give the life stone to Sculptor, he'll ask for shadow stone. 
This is on the surface. Take the elevator up, then examine the shadowy 
splotch for the stone. Go back to Sculptor.

Finally, Sculptor wants water stone. Squall will notice something when 
you pass by the pond, but that's a red herring. Instead, go into the 
house nearby. This is home to a Shumi named Artisan. On the bed, there's 
an issue of Timber Maniacs, but _don't_ read it yet. Look near Artisan's 
sink for the water stone. Squall will ask to borrow it, and Artisan will 
agree. Take the stone to Sculptor, and talk to him again to find out 
_why_ you went gathering stones. Then visit Elder again. It looks like 
you get nothing, but when you try to leave, his Attendant will give you 
a Phoenix Pinion. If you use this in battle, the Phoenix GF will 
randomly come to your aid in future battles. Nice. =) After a brief 
scene, where Elder tells Attendant to help with the statue, you'll 
regain control, and can leave the village.

However, there's more to this side quest. Leave the village and come 
back in. Talk to Sculptor and he'll tell you that the statue isn't 
getting any easier to make. Then talk to Attendant, who's standing off 
in the corner. After that, go to Elder's house and talk to him. He'll 
ask you to talk to the Moomba outside. Do so, and the Moomba will get up 
and head to Sculptor's workshop. Go there, and you'll see a brief scene 
where the Moomba convinces Attendant to take the statue more seriously.

Report back to Elder on the progress of the statue; a short dialogue 
sequence will occur. After it's done, go back to the workshop and talk 
to Attendant. He'll say that it would be much easier if Artisan helped 
out. Go to Artisan's house and talk to him; he'll refuse to work on the 
statue. You can talk to Elder, but he won't have any information.

The game is rather vague on what to do next. What you have to do is go 
to Fisherman's Horizon and visit the Grease Monkey. (see the Fisherman's 
Horizon section of the walkthrough for details on where to find him) 
When you walk into his house, a Moomba doll will great you, and the 
Grease Monkey will explain that it reacts to people who've been to Shumi 
Village. Talk to Grease Monkey and you'll tell him about the problem; he 
gives you the Moomba Doll and asks you to take it to Artisan. Do so.

After a short scene, the Moomba Doll will relay a message to Artisan; 
leave his house and you'll find the Master Fisherman if you met him 
earlier. Whether or not the Master Fisherman is there, Artisan will walk 
out of his house and agree to help out. Now that Artisan's working on 
the statue, talk to Elder and he'll reward your efforts with a Status 
Guard. (teaches a GF ST Def-J*4)

You can return after you have the Ragnarok to see the completed statue. 
If you met the Master Fisherman before, he'll play the song you 
performed in FH after you've seen the statue. Also, as you leave, you'll 
see a scene with the Elder and Attendant.


-Chocobo Forests

Rare Cards: Chicobo
Items: Aura Stone, Protect Stone, Shell Stone, Holy Stone*2, Flare 
Stone*2, Meteor Stone*3, Ultima Stone*2

This is a rather time-consuming sidequest, and if you're not interested 
in a complete card collection and don't have a Pocketstation, it doesn't 
have much to reward you with. Anyways, there are 6 Chocobo Forests that 
you can get to with Garden or Ragnarok. You'll recognize them easily by 
their round shape. Their locations are:

1. (Beginner) "The Beginner's Forest". Right next to Shumi Village.
2. (Beginner) "The Basics Forest". A little south of the first forest.
3. (Intermediate) "The Roaming Forest". Northwest of Trabia Garden, on 
the other side of the mountains.
4. (Intermediate) "Forest of Solitude". A bit Northwest of the Centra 
Ruins. If you're in Garden, you'll have to get out and walk to get 
around the mountains. 
5. (Expert) "Forest of Fun." In southwest Centra, near the lighthouse.
6. (Expert) "Enclosed Forest". This is the hardest forest to reach 
without the Ragnarok. In southeast Centra, there's a beach that laeds to 
a narrow mountain path. Get out of Garden and go through the mountains, 
then head west to reach the forest.

(Note: The Chocoboy will tell you the forest's name if you buy a hint 
from him.)

The first time you enter one of the forests, the Chocoboy will explain 
how to catch a Chocobo for 1000 gil. You can't catch Chocobos until you 
hear the explanation, so pay. I'll skip the full details, since you can 
get them from the in-game explanation; basically, what you have to do is 
get only one Chicobo on the screen, then talk to it to get the mother 
Chocobo to appear. Also, once the mother appears you can find items if 
you use the Ziner in the right spot. When you do this, you've officially 
"solved" that forest. Also, the first time you catch a Chocobo, the 
Chocoboy will give you a Chicobo (which you can name; its default name 
is Boko) and you'll be able to play the "Chocobo World" minigame if you 
have a Pocketstation. I don't have a Pocketstation, so I can't provide 
any details on this, but you can get some good items.

Anyways, here are the solutions to the Chocobo Forest puzzles:

1. Chocobo: Just head to the top-center area of the screen. Use the
   Sonar to find the right spot, then use the Ziner to get one Chicobo 
   to fall. There's a spot further south where three will fall; ignore
   Stone: Search the far-right area of the screen and use the Ziner. 
   You'll get an Aura Stone.

2. Chocobo: Use the Sonar in the upper area to find a good spot. Use the
   Ziner here and three Chicobos will fall. Use the Sonar near the lower
   two and use the Ziner in a good spot; this will cause them to go back
   up, leaving only one Chicobo on the screen.
   Stone: Search near the left side of the screen for a Flare Stone.

3. Chocobo: Two Chicobos are on the ground at the start. Use the Ziner
   once in the right place and a third will drop down; then they'll all
   go back up. Now head towards the entrance and use the Sonar; when you
   hear the beep, use the Ziner and a lone Chicobo will drop down. Talk
   to it to get the Chocobo to appear.
   Stone: Go up as far as you can and search to find a Shell Stone and a
   Holy Stone.

4. Chocobo: This is tough, since the Sonar beeps everywhere. Select the
   Sonar, and hold down the button. Walk straight up and a little to the
   left from Chocoboy; keep walking until your Sonar beeps louder than
   usual. (Trust me, you'll notice.) Make sure you're in the right spot,
   then use the Ziner to get the lone Chicobo.
   Stone: The trickiest-to find Stone. After getting the Chocobo,
   challenge Chocoboy to a card game. Don't accept, just tell him to
   move. Then, use the Ziner on the spot where he was standing to get
   a Protect Stone and a Meteor Stone.

5. Chocobo: First, use the Ziner in the lower-right area (checking it
   with the Sonar first, of course) to get 3 Chicobos to drop down. Now,
   stand up and to the left of the Chicobo that landed closest to you
   and use the Ziner in the right spot. A fourth will drop. Stand near
   the Chocoboy and use the Ziner to get a fifth chocobo. Use the Ziner
   again and the fifth Chocobo will run through the other four, sending
   them back up. Now he's alone, so talk to him to find the mother.
   Stone: In the upper-right area of the forest. You'll get a Meteor
   Stone, Flare Stone, and Ultima Stone.

6. Chocobo: First, get two Chicobos to fall down. There are a lot of
   places where you can do this. Now, head to the entrance and use the
   Ziner in the right spot; one Chicobo will go up and another will fall
   down. Use the Ziner near the big rock up and to the right of Chocoboy
   and the one that went up should fall back down. Use the Ziner in the
   upper-right area and a fourth Chicobo will appear. Now, use the Ziner
   in the middle area. The four Chicobos will go up, and a fifth will
   fall down by itself.
   Stone:  Use the Ziner in the upper-right area for a Meteor Stone,
   Holy Stone, and Ultima Stone.

Note: When you're looking for the stones, your Ziner won't be stolen if 
you use it in the wrong place. So you can just hold down the button and 
walk around, and you'll get the item eventually. Of course, this won't 
work with Forest 4. However, it's quite useful in Forests 5 and 6.

Once you've got a Chocobo, you can ride it to the completely forested 
area south of Trabia. There's a 7th Chocobo Forest here; it's the 
Chocobo Shrine. If you've solved all six forests, you'll see some 
Chocobos doing a dance, and a Chicobo will fall down; talk to it for the 
Chicobo card. This is one of the cards you need for the Queen of Cards 
side quest. Talk to the Chicobo again to get Gysahl Greens for 600 gil; 
same price as the Chocoboy charged you. Talk to Chocoboy and he'll get a 
Chocobo for you to ride out on, then leave.


-Centra Ruins

Draw Points: Aero
Hidden Draw Points: Drain, Pain(r)

There are two quests here. The first is obtaining Odin. To do this, you 
must reach and defeat him in 20 minutes. Enc-None will help here. The 
path is pretty straightforward at first; the only thing of note is a 
hidden Draw Point with Drain on the third screen in. When you come to a 
room with a platform, stand on the platform; it's an elevator that takes 
you to the next section of the ruins. When it stops, you'll be on a 
screen with two ladders; take the left one, as the one on the right only 
leads to a Draw Point with Aero. At the top, you'll come to a second 
ladder; climb it to reach a door. Go inside and examine the panel. Now 
climb all the way back down and examine the blue panel between the 
ladders to make a stairway. Go up the stairs until you come to a 
platform. Climb the nearby ladder and examine the gargoyle. You'll be 
asked if you want to take out its left eye; agree. Now climb back down 
the ladder and go up the nearby stairs. There's a hidden Draw Point with 
Pain here, as well as another ladder; examine the ladder and you'll 
automatically climb to the top of the ruins. There's another gargoyle; 
put the left eye in and don't take the right eye. You'll be given a 5-
digit code number; it varies, so be _sure_ to remember it. Now take both 
eyes out and go back to the first gargoyle. Put both eyes in, and input 
the code you got before. The door below you will open... go inside...



Odin won't actually _do_ anything, so you can just sit there and Draw 
from him for a while. Just be sure to beat him before time runs out. You 
should have about 15 minutes to fight if you used Enc-None to get 
through the ruins; that's plenty of time. The most notable spell to Draw 
is Triple; the others are fairly easy to refine. Also, Mug him to get a 
Luck-J Scroll. When it comes to actually attacking him, he's got a high 
defense, but not that much HP. After winning, you'll get the Odin Card 
and 20 AP.


Now that you've beaten Odin, he'll randomly appear at the start of a 
battle and kill all the enemies. Pretty handy, though it can get a bit 
annoying, and even dangerous in timed sequences.

The second side quest you can do here is obtaining the Tonberry GF. To 
get this, keep fighting the Tonberrys that appear in the lower part of 
the ruins. After defeating about 20 Tonberrys, the Tonberry King will 
appear immediately after you beat one of them.


Tonberry King

He's _really_ strong, with high HP and attack called It's Sharp! that 
does major damage. However, his regular attack is laughably weak, and 
his Junk attack isn't that strong either. Cast Protect on everyone ASAP, 
(Haste helps, too) and stay healed while hitting him with everything 
you've got. Don't bother Mugging, since he's got nothing, or Drawing, 
since he doesn't have anything that can't be refined easily enough. The 
battle may take a while, but it shouldn't be too hard. You'll get a 
Royal Crown and 20 AP.


Once you defeat Tonberry King, he'll shrink and become the Tonberry GF.

GF Tonberry's Stats:
Starting Level: 30
Starts with Magic, GF, Draw, Item, LV Down, LV Up, Eva+30%, Luck+50%

He's got a _lot_ of expensive abilities to learn, but they're worth it. 
Don't bother learning his GF abilities at first, as you're probably not 
going to summon him much. His Menu Abilities are probably his best, so 
learn those first.



To get the Doomtrain GF, first go to Tears' Point near Esthar.

-Tears' Point
Draw Points: Life(r?), Reflect(r?)
Items: Solomon Ring

Near the entrance, you'll find a Draw Point with Life. Go all the way in 
to find another Draw Point with Reflect, and the Solomon Ring. This is 
the key item. 

6 Steel Pipes - Mug Wendigos for them, or make them from Elastoid cards.
6 Remedies+ - Make each one from 10 Remedies with Alexander's Med-LV Up.
6 Malboro Tentacles - Mug/win from Malboros, (the hard way) or make one 
Tentacle from 4 Malboro cards. (time-consuming, but easier than 

Once you have the above items, use Solomon's Ring. That's it! No fight, 
just name Doomtrain.

GF Doomtrain's Stats:
Starting level: 28
Starts with Elem-Atk-J, ST-Atk-J, Magic, GF, Draw, Item, Junk Shop

Good abilities to start with include Elem-Def*4, ST-Def-J*4, Darkside, 
and Forbid Med-RF.


-Jumbo Cactaur

Once you have the Ragnarok, you'll be able to land on a small island 
near Centra with a desert and a strange dark object popping up from time 
to time. That island is Cactaur Island, and the dark object is Jumbo 
Cactaur. Run into it when it pops up for a fight.


Jumbo Cactaur
Weak against Water

Its physical attack is fairly strong, and its Ker Plunk hits all 
targets, but the real danger here is its 10000 Needles attack, which 
does 10000 damage regardless of your defense; in other words, a 
guaranteed kill. Put Water on Elem-Atk to do more damage. You can Mug 
him for Cactus Thorns, but you're probably better off with the Gaea's 
Ring you get for winning. After you do enough damage, Jumbo Cactur will 
prepare to run off... Kill him _quickly_, or you'll have to fight him 
all over again. As a sidenote, use Squall's Limit Break on him for a 
laugh. =P You'll get 20 AP when you win.


Once you win, you'll get the Cactaur GF.

GF Cactaur's Stats:
Starting level: 20
Starts with Magic, GF, Draw, Item, HP Bonus, Str Bonus, Vit Bonus, Mag 
Bonus, Spr Bonus

A pretty good GF. Be sure to have him and Tonberry on different 
characters, as they share a number of abilities.

Also, a note about Cactaur Island: _Every_ enemy here is a Cactaur! 
They're worth 20 AP each, so this is a _great_ place to learn GF 
abilities. The tricky part is that they have a high evade and run away. 
To overcome this problem, put Selphie in the party with her best weapon; 
it has a perfect hit rate. Set the Initiative ability on both her and 
Squall, and you're pretty much guaranteed to get two per battle.


-UFO Chase
Rare Cards: PuPu

You'll sometimes see a strange object in random battles on the overworld 
which just flies on and off the battlefield; that's the UFO, and you can 
encounter it in four places.

-Winhill area
-Mandy Beach near Timber
-Kashkabald Desert in Centra
-Heath Peninsula near Trabia

You have to encounter it in all four places for this side quest. (Note: 
You can still "fight" it with Enc-None on.) After you've done that, land 
the Ragnarok on the cliffs in the Grandidi Forest northeast of Esthar. 
Here you'll find the UFO again, and this time, it attacks...



This fight is really easy. The UFO doesn't have that much HP, and I 
don't think I've seen it actually attack. When you defeat the UFO, it 
explodes and you'll see something go flying off into the distance. Your 
prize is an Aegis Amulet; you don't get any AP.


After fighting the UFO, head to the crater where Balamb Garden used to 
be. Walk around it until you get another random battle; this time, 
you'll meet the UFO's pilot.



He'll ask for Elixirs. If you give enough of them to him, you'll win the 
PuPu card. If you kill him, (which is easy; he only has 10 HP, even at 
Level 100) you'll win an Accelerator. It's your choice which one you 
want, but the card can be Card Modded to make a Hungry Cookpot, which 
can be made into a valuable Shaman Stone. Of course, if you want a 
complete card collection, you'll definitely want to go for the card.



-Lake Obel
Items: Three Stars, Luck-J Scroll

Near Timber, there's a small mass of land that juts out into a lake. 
(Obel Lake) Go to the edge of the land and examine the water; you'll get 
two options. You can throw a rock, or try humming. Try humming; you'll 
be given the same options again. A creature will talk to you and ask for 
a favor. Accept; the creature asks you to find Mr. Monkey. To find him, 
go to the forest near Dollet. Wander around for a while, and eventually 
you'll get a message saying you ran into him. After that, go back to 
Obel Lake and you'll tell the shadow where Mr. Monkey is.

Now that you've done that, talk to the shadow a few times. It will give 
you several clues which lead you to items. One set of clues tells you 
where to find four rocks with letters on them. Here are their locations: 
(which you can't find until you get the clue from the shadow)

1. The shadow will probably mention the beach near Balamb first. Walk 
along the shoreline there and keep examining the ground until you find a 
rock with letters. There's a lot of dummy rocks, though.

2. After getting a rock, talk to the shadow and it will tell you that 
Mr. Monkey had a rock. Throw rocks into the lake until one skips "many 
many times", then go back to the forest near Dollet and try to run into 
Mr. Monkey again. He'll throw the second rock at you.

3. The shadow will mention an island east of Timber. Land on the narrow 
island without a beach and start looking. It's on the eastern end of the 

4. The shadow will mention a mountain with a lake and a cavern. Head 
west from Obel Lake to find a waterfall. Land the Ragnarok on the 
mountain where the waterfall comes out of and start looking. Search near 
the top of the waterfall, and you'll get a message that a bird is 
warming an egg. Choose "Check it out", and you'll get in a fight with 
two Thrustaevises. Defeat them and you'll find the rock.

Go back to the shadow once you've found all the rocks. Put together, the 
letters will spell out:


Read the letters down each column, starting from the right, to get the 
message "Mordred Plains has treasure". Mordred Plains is just north of 
Esthar; land the Ragnarok there and examine the ground. You'll come 
across a bunch of talking rocks; they'll give you a bunch of directions. 
Don't go in whatever direction they tell you to. If you keep looking, 
eventually you'll find a rock that says "The treasure's not here!". 
Examine that spot again to find a Three Stars.

In addition to the stones, the shadow will tell you to "take some time 
off at Eldbeak Peninsula". Eldbeak Peninsula is northeast of Dollet. 
Look there and you'll find a pillar with writing on it: 


Take the words "TIME" and "OFF" out of there to get the message 
"Treasure at Minde Isle". This is an island south of Esthar. Land there 
and look around to find a Luck-J Scroll. That's it for this side quest.


-Deep Sea Research Center
Draw Points: Dispel(r?), Esuna(r?), Triple(r?)
Hidden Draw Points: Ultima(r?)
Rare Cards: Bahamut, Eden
GFs: Bahamut, Eden

Near the southeast corner of the map, there's a small metal object. Land 
the Ragnarok there, then go in. There's a glowing blue reactor here. A 
voice tells you to turn back. This place is tricky. If you move when the 
light is glowing, you'll get into a battle, even if you have Enc-None 
on. Move when the light turns off; eventually, you'll reach the reactor. 
When you do, you'll have one choice to select. After you do, you'll 
fight a Ruby Dragon. Defeat it, and you'll get another two choices. Pick 
the second one, and you'll fight another Ruby Dragon in a Back Attack. 
Defeat it, and you'll have two more choices. Move the cursor down from 
the second choice to find a hidden third choice. Select it, and you'll 
fight Bahamut.


Flying Monster
Strong against Poison
Immune to Thunder, Wind

His physical attacks do a _lot_ of damage, so be sure to have Recover. 
Also be sure to watch out for his Mega Flare attack. Aside from those, 
he'll just cast Thundaga, and it won't do much damage. Just stay 
healthy, and it should be easy. Mug him for a Hyper Wrist. You'll get 
the Bahamut card and 40 AP.


Once you defeat Bahamut, you'll get him as a GF.

GF Bahamut's stats:

Starting Level: 35
Starts with: Ability*4. Magic, GF, Draw, Item, Str+60%, Mag+60%, Forbid 

He's got a _lot_ of expensive abilities to learn. Try learning Rare Item 
to start with. Also, take advantage of the abilities he starts with; 
Forbid Mag-RF lets you make Meteor and Ultima spells, which are great 
for Junctioning.

A voice will tell you that "another path to your destiny awaits". The 
energy core is now gone. There's a path, but you can't cross it right 
away; go to the bridge of the Ragnarok, then return. You'll see a Save 
Point and can now go to the second level.

On this level, you'll find a Draw Point with Dispel. Examine the 
terminal to open up the path to the next level. (Note: If you mess up in 
the upcoming section, come back here to reset everything.) Go down the 
stairs, and examine the terminal by the bottom; you'll be asked whether 
you want to use 1, 2, or 4 units to open the next path. There are two 
ways to get through here. 

Method #1: (the easy way) On Level 2, choose to use 2 units of steam. On 
the next level, examine the machine to the left of the stairs. You'll be 
given the choice to open the door on the left; do so. Inside, get the 
Esuna Draw Point, then examine the machine. You'll get 7 extra units of 
steam! Go back to the console on this floor and use 1 unit of steam, 
then 1 unit on each of the next two floors. When you come to the machine 
on Floor 6, you'll automatically use 4 units of steam to open the door. 
That leaves you with 10, which you'll need at the bottom. If you use 
this method, you can use Enc-None and avoid all the enemies on the way 
to the bottom.

Method #2: (the hard way, but also more rewarding) Put Zell in the 
party. Use only 1 unit of steam in each room you come to; you'll use 4 
total to reach Level 6. Here, examine the machine and ask Zell to help 
with it. This will open the door without using extra steam. However, 
you'll get into unavoidable encounters with rather strong enemies this 
way. This can be advantageous, though, as the enemies you'll face have 
good items, and you can fight them again if you leave the screen...

The best way to get through here is as follows. First, use the second 
method and fight enemies until you have all the items you want. Then, go 
back to the terminal on Level 1 and reset the steam levels. Now follow 
the steps under Method #1, and you won't have to fight the fixed 
encounters on the way down.

If you're using the second method, you'll have 3 fixed encounters on 
each floor of the deposit, against the following enemies:

First floor: 1 Tri-Face (This is a GREAT place to get Curse Spikes.)
Second floor: 1 Grendel and 1 Imp (Nothing great here)
Third floor: 1 Behemoth (Mug them for Barriers to learn Quistis' Mighty 
Guard ability)
Fourth floor: 1 Ruby Dragon (Mug them for Inferno Fangs to make Flare 
Fifth floor: 2 Iron Giants (Mug them for Star Fragments, then refine 
those into Meteor spells)

Make sure one character has LV Down or Card to make the battles go 
faster. There are also random encounters in addition to the fixed ones.

Also, there's a Save Point on the first floor, a Draw Point with Triple 
on the third, a hidden Draw Point with Ultima on the fifth, and a hidden 
Save Point at the bottom. Use the hidden Save Point, then examine the 
machine nearby. You'll only be able to activate it if you have 10 or 
more units of steam left. When you do, an alarm will go off and you'll 
be attacked...


Ultima Weapon

This thing is STRONG. First of all, be sure to draw the Eden GF from it; 
no sense fighting this hard battle for nothing! Second, cast Meltdown on 
it so you can do more damage; then cast Aura and hit it with strong 
Limits. That's the best you can do on offense. Ultima Weapon's physical 
attacks are fairly strong, doing about 1500-2000 damage; it also uses 
Meteor, Diablos' Gravija attack, a special attack called Light Pillar 
that does 9999 damage, and Quake. Be sure to Junction 100 Quakes to 
Elemental Defense, so that it's got _one_ attack you don't need to worry 
about. Meteor is also fairly weak, but it can wipe you out if you're low 
on HP. Also, be sure to have plenty of Full-life spells; if you get 
killed, you can't afford to be at low HP or you're liable to get killed 
again. However, at some point in the battle, Ultima Weapon will start 
using Light Pillar like crazy. When this happens, just use Life or 
Phoenix Down on the character who gets hit by it and use your Limits to 
attack. This is a _very_ tough battle; if you can manage to win, 
however, you'll get 100 Ultima Stones, (or you can use Mug to get a 
Three Stars instead; it seems that you only get the Ultima Stones if you 
have all three characters alive at the end of the battle, though) the 
Eden card, and a whopping 100 AP. And, of course, the Eden GF if you 
remembered to Draw it.


GF Eden's stats:
Starting level: 30
Starts with Spd-J, Eva-J, Hit-J, Magic, GF, Draw, Item, Devour

Start by learning GFAbl Med-RF; it only costs 30 AP to learn, and lets 
you make some _very_ useful items. After that, learn whatever you want.

A note: After you defeat Ultima Weapon, there don't seem to be any 
encounters on most floors. However, there are still random encounters on 
Level 2 of the complex, and you can fight Tri-Faces there sometimes, so 
this is still a pretty good place to go for Curse Spikes.


-CC Group

In Balamb Garden, you can challenge various members of the CC group to 
cards. Defeat them and you'll be able to challenge other members. The 
first CC member is Jack. He's walking around near the Directory. Talk to 
him, and he'll introduce himself and tell you to challenge him to cards. 
Defeat him, and he'll tell you about the other members. You can 
challenge Joker at any time after beating Jack, but the Suits have to be 
beaten in order before you can face King. Here's where the Suits are, in 

Club: Walking around in the back hallway, usually near the cafeteria. 
Beat him and you can challenge Diamond.

Diamond: The two girls who walk up to the directory. Win against her to 
challenge Spade.

Spade: Near the 2nd floor elevator. After winning against him, you can 
face Heart.

Heart: Heart is actually Xu. Go to the bridge and challenge her. She has 
the Carbuncle card.

Once you've beaten Xu, talk to Dr. Kadowaki to hear about King. Then go 
to Squall's dorm room and rest in the bed. When you wake up, King (who's 
someone you know) will appear and challenge you. King has the Gilgamesh 

As for Joker, who has the Leviathan card, you'll find him in the 
Training Center. Take the right path at the start; you may see Joker. If 
you don't, leave and reenter the screen. You can challenge Joker, and 
you can also buy items from him; this is quite useful if you need to 
restock on items before the fight with NORG. (Though I'm not sure if 
Joker appears at that point.) If you got the Battle Meter, Joker will 
upgrade it after the first time you win a game with him.


-Queen of Cards

The Queen of Cards appears in various places around the world. She 
starts out in Balamb, in front of the train station; however, if you 
lose a rare card to her or win one back, she'll move to another 
location. Here's a partial list of her locations:

Balamb: In front of the train station.
Galbadia: In the Hotel in Deling City.
Dollet: Upstairs in the Pub.
FH: Next to the Save Point.
(I'll try to add more places in the next version.)

Anyways, to proceed with this side quest, you'll need to lose certain 
rare cards to her, and make sure she has them when she goes to Dollet. 
In Dollet, if she has the right rare cards she'll give them to her son 
and you can win them back from him. (See the Dollet Revisited section 
for more details.) Also, her father will make a new rare card that will 
pop up somewhere. Here's the cards you lose and what cards you get from 

MiniMog    Kiros
Sacred     Irvine
Chicobo    Chubby Chocobo
Alexander  Doomtrain
Doomtrain  Phoenix

For quick references, the cards are located in the following places:

MiniMog: Win from the kid running around in the main hall of Balamb 

Kiros: Win from somebody in the Deling City shopping center.

Sacred: Get it after the fight with Sacred and Minotaur in the Tomb of 
the Unknown King.

Irvine: Win from Flo in the Mayor's house in FH.

Chicobo: Get it after completing the Chocobo Forest sidequest.

Chubby Chocobo: Win it from the student on the bench outside Balamb 
Garden's library.

Alexander: Win from Piet on the Lunar Base. If you didn't get the card 
before completing the Lunar Base scenario, you can find Piet at the site 
of the crashed space pod and win it there.

Doomtrain: Win from the pub owner in Timber.

Phoenix: Win from the Presidential Aide in Esthar.


-Omega Weapon

The Omega Weapon is an optional boss in the last dungeon. It's a 
pallette-swapped version of the Ultima Weapon. I suggest saving at the 
hidden Save Point at the base of the Clock Tower, since it's the closest 
one to Omega Weapon. To fight it, first go to the room just south of the 
Gallery. There's a pull-rope here; examine it, and a bell will start 
ringing, and a timer with 1 minute on it will start counting down. You 
have that long to reach Omega Weapon, who's in the room with the organ. 
Fortunately, there's a party switch point in the room with the pull-
rope, so just move the other party to the fountain before trying this, 
and you'll reach Omega without any trouble. Defeating him won't be so 
easy, though...


Omega Weapon

This thing is TOUGH. Among its nastier attacks are L5 Death (easy to 
avoid; just Junction 100 Deaths to ST-Def), Megido Flame (does 9998 
damage; ouch!), and Terra Break (hits a LOT of times, 4000+ damage each 
time; forget Megido Flame!). It also uses Meteor and Gravija. Needless 
to say, this is _not_ an easy battle. The easy way to win here is to 
Card Mod the Gilgamesh card for 10 Holy Wars. These will make you 
invincible; just cast Aura or be in cirtical status before using them, 
as only multi-hit Limits are particularly effective. This should make it 
easy to win. If that sounds too cheap, well, your only other option is 
to kill him before he can use Terra Break... and that's assuming you can 
manage to survive Megido Flame. I'll try to come up with a better 
strategy for the next version. When you win, you'll get a Three Stars, 
(kinda lousy) 250 AP, (kind of a waste, considering it only gets you one 
ability per GF...) and a Proof of Omega screen in the Information 
section of the tutorial. Nothing great, considering how tough he is.



-Miscellaneous Tips and Tricks

These aren't really "side quests", but I figured they fit in this 
section better than any other.

 -Hard-to-find items

It's not easy to get the items needed to make the characters' best 
weapons, or powerful spells to Junction, or to teach Quistis Blue Magic, 
or just to make nifty items. Here's where to look. Note: If you don't 
see an item listed here, that's probably because you can easily get it 
from common enemies or by refining easily obtained items.

Adamantine: You'll need these to make some of the best weapons. Go to 
Long Horn Island near Dollet; you can occasionally fight Adamantoises on 
the beaches there, and they'll drop Adamantines fairly often.

Aura Stone: Learn Tonberry's Familiar ability. Then buy Power Wrists or 
Hypno Crowns from the Esthar Pet Shop and use Tool-RF to make them into 
Aura Stones.

Barrier: Mug Behemoths.

Cactus Thorns: Frequently won from Cactaurs.

Curse Spike: You'll need 100 of these to make a Dark Matter. They can be 
stolen from Tri-Faces, and occasionally won from Forbiddens, Malboros, 
Tri-Faces, Imps, Creeps, and Grand Mantises.

Dark Matter: This can be refined into some useful items. Get Siren up to 
Level 100, then get 100 Curse Spikes and use Tool-RF on them.

Dino Bone: Mug T-Rexaurs to get these.

Dragon Fang: Needed for the Lionheart. Blue Dragons drop them more often 
than other enemies; you can find them on the Island Closest to Hell and 
the forests of Trabia.

Dragon Fin: Mug Grendels.

Dragon Skin: Anacondaurs drop them fairly often.

Energy Crystal: You'll be using quite a number of these if you're trying 
to make everyone's best weapons. Fight the regenerating Elnoyle in 
Esthar to get all you need.

Fury Fragment: Mug Blue Dragons to get it.

Inferno Fang: Mug Ruby Dragons.

Laser Cannon: Mug high-level Elastoids or the Mobile Type 8 boss.

Lightweights: You can win them from Vysages.

Malboro Tentacle: Defeat or Mug Malboros.

Moon Stone: Mug the regenerating Elnoyle for these.

Power Generator: Occasionally obtained by Mugging high-level Blitzes.

Red Fang: Mug Hexadragons.

Star Fragment: Mug Iron Giants. A number of enemies on the Island 
Closest to Hell drop them, too.

Whisper: Mug Adamantoises.

Wizard Stones: Buy Magic, GF, Draw, or Item Scrolls from the Timber Pet 
Shop and use Tool-RF to make them into 10 Wizard Stones each.

Other items will be added to this list if requested.


 -Islands Closest to Hell/Heaven

These two islands are home to incredibly powerful monsters and lots of 
hidden Draw Points. Good places to build levels. The Hell island is near 
Winhill, towards the west end of the map, and the Heaven island is found 
near the Chocobo Shrine. Land on each island and check your location on 
the status screen. If it says "Island Closest to Hell" (or Heaven, 
depending on which one you want), you've found the place.


 -Quick Money

This trick works best with the Tonberry GF, because you can use his 
Haggle, Sell-High, and Call Shop commands to make this go really fast. 
Anyways, here's how it works. You'll need Carbuncle's Recov Med-RF for 
this trick. Buy Tents and refine 4 of them into 1 Mega-Potion. Sell the 
Mega-Potion. If you have Haggle and Sell-High, you'll make 4500 gil for 
every Mega-Potion! Buy and sell as many as you can at a time and you'll 
make a ton of money before you know it.


 -Raising Stats

You may know that Doomtrain's Forbid Med-RF can be used to make stat-
boosting items. The trouble is, where do you get the items needed to 
make them? With Tonberry's Familiar command and Eden's GFAbl Med-RF, you 
can buy items to make HP, Str, Vit, Mag, and Spr Ups from the Esthar Pet 
Shop; see the following chart for more details.

10 Giant's Rings -> 1 Gaea's Ring -> 1 HP Up
100 Power Wrists -> 10 Hyper Wrists -> 1 Str Up
500 Vit-J Scrolls -> 50 Orihalcons -> 5 Adamantines -> 1 Vit Up
100 Hypno Crowns -> 10 Royal Crowns -> 1 Mag Up
100 Force Armlets -> 10 Magic Armlets -> 1 Spr Up

Getting enough money for the items is time-consuming, but not hard; just 
use the Quick Money trick above. If you have a lot of patience, you can 
max out all the main stats without Junctions.

But what about Speed/Luck Ups? You can make those as follows.

100 Cactus Thorns -> 1 Hundred Needles -> 1 Spd Up 
100 Curse Spikes -> 1 Dark Matter -> 1 Luck-J Scroll -> 1 Luck Up

Cactus Thorns can be won from Cactaurs. Use GFAbl Med-RF to turn 100 
Cactus Thorns into a Hundred Needles, then use Forbid Med-RF to make 
that into a Speed up.

Curse Spikes are tough to stock up on. Tri-Faces are the easiest enemies 
to get them from, but they're rare. Anyways, use Tool-RF to make 100 of 
them into a Dark Matter; Siren must be Level 100 to do this. Then use 
GFAbl Med-RF to make the Dark Matter into a Luck-J scroll, and finally a 
Luck Up with Forbid Med-RF.

You can also raise stats by Devouring certain enemies. I'll try to get a 
list by the next version.


Note: The remainder of this FAQ is a set of several _long_ lists. If you 
don't want answers to SeeD Written Tests, or information on Limit 
Breaks, weapons, spells, Junctions, GFs, abilities and ways to learn 
them, items, monsters, cards, or refinement, just skip the rest of the 
FAQ. If you _are_ interested in any of those things, however, go ahead 
and look at whatever lists you want.


This section gives the answers to all the SeeD Written Tests. Look here 
if you're too lazy to figure out the answers on your own. =P

This section would be too long if I included the questions, so I'll just 
make a chart with the answers. The # column indicates the test number, 
columns 1-10 indicate question number. "Y" means Yes, "N" means No. 
Simple enough.

 #  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


NOTE: This section contains possible spoilers as to who joins your 
party. Be forewarned.

Main characters:


Limit Break: Renzokuken
To use Squall's Renzokuken Limit Break, hit the trigger (R1) when you 
see the indicator at the bottom of the screen flash. (You'll understand 
when you see it.) When you hit the button at the right time, it 
registers as a hit. Also, sometimes a finishing move will be 
automatically executed after the normal part; this is random. This Limit 
Break can be very powerful if you raise Squall's Strength enough.

Finishing moves:
NAME            EFFECT                     WEAPON
Rough Divide    Hits one enemy             Any
Fated Circle    Hits all enemies           Shear Trigger or stronger
Blasting Zone   Hits all enemies           Flame Saber or stronger
Lionheart       Hits one enemy many times  Lionheart

NAME            POWER   HIT%  COST   ITEMS
Revolver           +0   255%    75   M-Stone Piece*6
Shear Trigger      +5   255%   150   Steel Pipe*1
Cutting Trigger    +12  255%   300   Mesmerize Blade*1
Flame Saber        +15  255%   450   Betrayal Sword*1
                                     Turtle Shell*1
Twin Lance         +18  255%   600   Dino Bone*1
                                     Red Fang*2
Punishment         +21  255%   750   Chef's Knife*1
                                     Star Fragment*2
                                     Turtle Shell*1
Lionheart          +31  255%  1500   Adamantine*1
                                     Dragon Fang*4
                                     Pulse Ammo*12

Note: All of Squall's weapons will do a critical hit if you press the R1 
button just as he hits the enemy. Very useful.



Limit Break: Blue Magic
Quistis' Blue Magic abilities are the same as attacks used by certain 
enemies. In previous Final Fantasy games, Blue Magic spells were learned 
when the enemies used them against you; this time, however, you learn 
them by finding various items and using them. (except for Laser Eye, 
which Quistis starts with) As with all FF games that have them, some of 
the Blue Magic spells are really useful, and some are about as useful as 
my section titles are good. (Mwa ha ha ha! I insulted my titles yet 
again!) However, there's no harm in getting them all.

NAME              ITEM              EFFECT
Acid              Mystery Fluid     Various statuses on one enemy
Aqua Breath       Water Crystal     Water attack on all enemies
Bad Breath        Malboro Tentacle  Various statuses on all enemies
Degenerator       Black Hole        Kill one enemy*
Electrocute       Coral Fragment    Thunder damage on all enemies
Fire Breath       Inferno Fang      Fire damage on all enemies
Gatling Gun       Running Fire      Strong physical attack on one enemy
Homing Laser      Laser Cannon      Magic attack on one enemy
L? Death          Curse Spike       Kill enemies with certain levels
Laser Eye         None (Start)      Magic attack on one enemy
Mighty Guard      Barrier           Positive statuses on all allies
Micro Missiles    Missile           Damage based on enemy's current HP
Raybomb           Power Generator   Magic attack on all enemies
Shockwave Pulsar  Dark Matter       VERY strong attack on all enemies
Ultra Waves       Spider Web        Damages all enemies, may Berserk
White Wind        Whisper           Heals all allies**

* Degenerator always works, unless the enemy is immune to it. The only 
non-boss enemies I know of that it doesn't work on are Tonberrys.

** White Wind heals by Quistis' Max HP - Current HP. However, I think 
when the enemy Adamantoises use it, it heals by their current HP like it 
does in previous games. Not completely sure of this, though.

NAME            POWER   HIT%  COST   ITEMS
Chain Whip         +0     +0    75   M-Stone Piece*2
                                     Spider Web*1
Slaying Tail       +3     +1   150   Magic Stone*2
                                     Sharp Spike*1
Red Scorpion       +8     +2   300   Ochu Tentacle*2
                                     Dragon Skin*2
Save the Queen    +13     +4   600   Malboro Tentacle*2
                                     Sharp Spike*4
                                     Energy Crystal*4



Limit Break: Duel
If you've played FF3, (6 in Japan) Zell's Duel attacks will probably 
remind you of Sabin's Blitzes. Both types of abilities are activated 
with specific button presses, though Zell's are probably a bit simpler. 
When you use this Limit Break, a window will appear on the bottom of the 
screen with a few of the moves you've learned. You can only use those 
moves, so quickly input the required buttons. After Zell executes the 
move, another window will appear. While the windows are onscreen, a 
timer will count down; when it runs out, no more Limit. Also, some moves 
are "finishers"; once you use them, the Duel will stop automatically. 
Those moves are marked with a "*" in the list. Learn to use Zell's moves 
effectively, and he can be quite a powerful character. Actually, the 
best way to use his Limit is probably to just use Punch Rush and Booya 
repeatedly, since you can do several of those per second... Zell starts 
with a few moves, and can learn more when you read Combat King 

Button key - O = Circle button    U = Up     L1 = L1
             X = X button         D = Down   R1 = R1
             S = Square button    R = Right  
             T = Triangle button  L = Left   

Duel moves:
NAME              BUTTONS        EFFECT
Punch Rush        O-X            Damage one enemy
Booya             R-L            Damage one enemy
Heel Drop         U-D            Damage one enemy
Mach Kick         L-L-O          Damage one enemy
Dolphin Blow      L1-R1-L1-R1    Damage one enemy
Meteor Strike     D-O-U-O        Damage based on target's current HP
Burning Rave*     D-D-D-D-O      Damage all enemies
Meteor Barret*    U-X-D-T-O      Damage one enemy
Different Beat*   T-S-X-O-U      Damage one enemy
My Final Heaven*  U-R-D-L-T      Damage all enemies

NAME            POWER   HIT%  COST   ITEMS
Metal Knuckle      +0     +0    75   Fish Fin*1
                                     M-Stone Piece*4
Maverick           +4     +1   150   Dragon Fin*1
                                     Spider Web*1
Gauntlet          +11     +3   300   Dragon Skin*1
                                     Fury Fragment*1
Ehrgeiz           +18     +5   600   Adamantine*1
                                     Dragon Skin*4
                                     Fury Fragment*1



Limit Break: Slot
Selphie's Limit is a bit unusual. When you use it, the name of a spell 
and a number appear. The number indicates how many times that spell will 
be cast. If you don't like the result, choose "Do over" to get another 
one. Be warned, the battle will continue on while you're selecting 
slots... Most of the Slots are normal spells, but there are a few 
special ones. These ones are never cast multiple times, and will appear 
on Selphie's limit list in her status screen after you use them once.

Special Slots:
Full Cure - Restores HP and status to all allies
Wall - Casts Protect and Shell on all allies
Rapture - Kill one enemy. Doesn't work on bosses.
The End - Kill all enemies. Even works on bosses.
Percent* - Drops enemies' HP to critical levels.
Catastrophe* - Heavy damage on all enemies.

*Percent and Catastrophe cannot be obtained normally. You need a 
GameShark or similar device to use them.

NAME            POWER   HIT%  COST   ITEMS
Flail              +0     +0    75   M-Stone Piece*2
                                     Bomb Fragment*1
Morning Star       +3     +1   150   Steel Orb*2
                                     Sharp Spike*2
Crescent Wish      +8     +2   300   Inferno Fang*1
                                     Life Ring*1
                                     Sharp Spike*4
Strange Vision    +13   255%   600   Adamantine*1
                                     Star Fragment*3
                                     Curse Spike*2



Limit Break: Combine
Rinoa is the only character with two different Limit Breaks. The first 
Limit Break involves her calling on her dog, Angelo, (you can change his 
name) for help. The second is Angel Wing, which puts her in a special 
status. See below for more details on each.

Angelo abilities:

Angelo starts with the Angelo Rush and Angelo Cannon abilities. His 
other abilities are obtained by reading the various Pet Pals magazines. 
After reading the magazine, go to Rinoa's status screen and look at her 
Limit Breaks. Choose the ability you want to learn, then walk around 
with Rinoa in your party. After a while, you'll hear a noise; this 
indicates that you've learned the ability.

Angelo's abilities are of two types. The first type are the actual Limit 
Breaks. When Rinoa gets a Limit Break in battle, select "Angelo" from 
the list and one of the Angelo abilities you have will be chosen at 
random, then used. The abilities used this way are Angelo Strike, Angelo 
Cannon, Invincible Moon, and Wishing Star.

The second type of Angelo abilities are used randomly during a battle. 
These abilities are Angelo Rush, Angelo Recover, Angelo Reverse, and 
Angelo Search. Angelo Rush is only used when Rinoa is attacked; Angelo 
Recover can be used anytime when a character is in critical condition; 
Angelo Reverse can be used anytime a character is knocked out; and 
Angelo Search can be used any time whatsoever.

The effects of the Angelo abilities are:

Angelo Cannon - Attacks all enemies
Angelo Strike - Attacks one enemy
Invincible Moon - Makes all allies temporalily invincible
Wishing Star - Repeatedly attacks all enemies
Angelo Rush - Attacks enemy when Rinoa is hit
Angelo Recover - Heals a character in critical condition
Angelo Reverse - Revives a dead character
Angelo Search - Looks for items during a battle

Angel Wing:

Rinoa's Angel Wing Limit Break can only be used after a certain point in 
the story. This Limit Break puts her in a special status similar to 
Berserk; Rinoa is uncontrollable, and will only cast spells. However, 
the effects of the spells are greatly increased. From what I've heard, 
Rinoa can only cast spells in her stock, but she doesn't actually use up 
the spells. I haven't used this much.

NAME            POWER   HIT%  COST   ITEMS
Pinwheel           +0     +0    75   M-Stone Piece*3
Valkyrie           +3     +2   150   Shear Feather*1
                                     Magic Stone*1
Rising Sun         +7     +4   300   Saw Blade*1
Cardinal          +13     +5   600   Cockatrice Pinion*1
                                     Mesmerize Blade*1
                                     Sharp Spike*1
Shooting Star     +17     +8   750   Windmill*2
                                     Regen Ring*1
                                     Force Armlet*1
                                     Energy Crystal*2



Limit Break: Shot
Irvine's Limit Break allows him to shoot special kinds of ammo. This is 
what Ifrit's Ammo-RF ability is used for. When you activate this Limit, 
first choose a type of ammo, then a time meter and an ammo indicator 
will appear at the bottom of the screen. Their functions should be 
fairly obvious; the time meter gets shorter and shorter, and when it 
runs out, you can't shoot anymore. The ammo indicator indicates how much 
of the specified ammo you have left; if it runs out, you can't shoot. 
Hit the R1 button to shoot. If an enemy takes 0 damage from a shot, it's 
dead, so don't bother shooting it anymore.

NAME           AMMO        EFFECT
Normal Shot    Normal      Physical attack on one enemy
Scatter Shot   Shotgun     Physical attack on all enemies
Dark Shot      Dark        Status ailments on one enemy
Flame Shot     Fire        Fire attack on all enemies

Canister Shot  Demolition  Strong attack on one enemy
Quick Shot     Fast        Weak, but very fast, attack on one enemy
Armor Shot     AP          Defense-ignoring attack on one enemy
Hyper Shot     Pulse       Powerful attack on one enemy

NAME            POWER   HIT%  COST   ITEMS
Valiant            +0     +0    75   Steel Pipe*1
Ulysses            +3     +3   150   Steel Pipe*1
                                     Bomb Fragment*1
Bismarck           +8     +5   300   Steel Pipe*2
                                     Dynamo Stone*4
Exeter            +13    +10   600   Dino Bone*2
                                     Moon Stone*1
                                     Star Fragment*2


Other characters:
For all other characters, the Limit Breaks are used in exactly the same 
way. They only have one Limit. When their Limit comes up in battle, 
select their Limit command as usual, then select their one ability. 
Nothing special. Also, since they only have one weapon, no details are 
given on it.


Limit Break: Fire Cross
No Mercy - Hits all enemies

Weapon: Hyperion


Limit Break: Limit
Desperado - Hits all enemies

Weapon: Machine Gun


Limit Break: Limit
Massive Anchor - Hits all enemies

Weapon: Harpoon


Limit Break: Limit
Blood Pain - Repeatedly hits one enemy

Weapon: Katal


Limit Break: Sorcery
Ice Strike - Hits one enemy

Weapon: None


"Spell Name" and "Effect" are pretty much self-explanatory. "Ability" 
tells which refinement ability you can use to make it, leaving off the 
"Mag-RF" part of the ability name. Also, spells that can be made with 
the same refinement ability are listed together.

Thunder       T             Thunder attack (weak)
Thundara      T, Mid        Thunder attack (medium)
Thundaga      T, High       Thunder attack (strong)
Aero          T             Wind attack (weak)
Tornado       T, High       Wind attack (medium), hits all enemies

Blizzard      I             Ice attack (weak)
Blizzara      I, Mid        Ice attack (medium)
Blizzaga      I, High       Ice attack (strong)
Water         I             Water attack (weak)

Fire          F             Fire attack (weak)
Fira          F, Mid        Fire attack (medium)
Firaga        F, High       Fire attack (strong)
Flare         F             Non-elemental attack (strong)

Cure          L             Restore HP, damage undead (low)
Cura          L, Mid        Restore HP, damage undead (medium)
Curaga        L, High       Restore HP, damage undead (high)
Death         L             Kill target
Full-life     L             Restores dead character with full HP
Holy          L             Holy attack (strong)
Life          L             Restores dead character with some HP
Regen         L             Target gradually recovers HP
Zombie        L             Makes target undead

Berserk       ST            Auto attack, Strength up
Bio           ST            Poison attack (weak), poisons target
Blind         ST            Target's hit rate down
Break         ST            Target turns to stone
Confuse       ST            Target moves randomly
Drain         ST            Take HP from enemy
Meltdown      ST            Non-elemental attack, lowers defense
Pain          ST            Causes Poison, Darkness, Silence
Silence       ST            Can't cast spells
Sleep         ST            Fall asleep; wake up when attacked

Demi          Time          Takes off portion of enemy's current HP
Double        Time          Cast same spell twice in one turn
Quake         Time          Earth attack (medium), hits all enemies
Slow          Time          Time gauge fills more slowly
Stop          Time          Time gauge stops
Triple        Time, High    Cast same spell 3 times in one turn

Aura          Supt          Higher chance of getting Limit Breaks
Dispel        Supt          Remove positive status
Esuna         Supt          Restore most status ailments
Protect       Supt          Reduces damage from physical attacks
Reflect       Supt          Reflects spells cast on target
Shell         Supt          Reduces damage from magic attacks

Meteor        Forbid        Non-elemental attack, hits repeatedly
Ultima        Forbid        Non-elemental attack, hits all enemies

Scan          None          View enemy stats
Float         None          Target floats in the air
Apocalypse*   None          Attacks all enemies (non-elemental?)

*Apocaylpse can only be obtained by Drawing it in the final battle.


"Spell Name" is pretty much self-explanatory. The other entries are how 
much each stat is increased when you junction 100 of that spell to that 
stat. Similarly, the Elemental and Status Junction lists are for 100 of 
the specified spell.

Note: Unless you use a GameShark or similar device, Apocaylpse can only 
be obtained during the final battle, and thus cannot be Junctioned. 
Also, Selphie's special Slot effects (including the two GS-only ones) 
can be obtained as normal spells with a GameShark, but cannot be 

               HP  Str  Vit  Mag  Spr  Spd  Eva   Hit  Luck
Aero          300   17   10   16   10   20    7%   22%   15
Apocalypse   4200   80   80   80   90   30   12%   30%   30
Aura         3400   70   22   24   24   10    2%   50%   40
Berserk       300   13    8   14    8    5    2%    4%    3
Bio           700   24   15   24   15    5    2%    4%    4
Blind         100    6    5   12   10    3    1%   30%    2
Blizzaga     1500   30   16   30   16   14    4%   20%   14
Blizzara      200   15    8   15    8   12    3%   16%   12
Blizzard      100   10    5   10    4    8    2%   10%    8
Break        1000   20   20   34   35   10    4%   10%   12
Confuse       700   22   18   28   18   18    3%    8%    8
Cura          500    8   28    8   28    4    2%    3%    3
Curaga       2200   20   65   20   65   10    4%   10%   10
Cure          200    4   15    4   15    3    1%    2%    2
Death        1800   22   22   38   58   10    4%   10%   38
Demi         1600   34   18   36   18   12    3%   14%   10
Dispel       1000   12   38   16   60    8    3%    8%   14
Double        200   15    6   18    6   10    4%   40%    2
Drain         500   13   30   20   24    6    2%    5%    4
Esuna         500    6   36   12   36    3    1%    3%   10
Fira          200   15    8   15    8   12    3%   16%   12
Firaga       1500   30   16   30   16   14    4%   20%   14
Fire          100   10    5   10    4    8    2%   10%    8
Flare        3200   56   26   44   26   12    4%   26%   12
Float         200    8   15    8   15   16    3%   12%   20
Full-life    4800   20   80   20   85    8    4%    8%   20
Haste         500   12   16   20   20   50    8%   10%   10
Holy         3800   55   28   45   48   10    7%   24%   14
Life         1200    8   50   10   50    4    1%    3%    4
Meltdown     1500   24   80   20   20    3    1%   12%    8
Meteor       4600   70   34   52   34   30   12%   40%   22
Pain         2800   42   38   60   45    4    1%    4%   40
Protect       500    6   40   10   18    3    1%    3%   14
Quake        2600   40   20   40   20    7    3%   30%   12
Reflect      2000   14   46   20   72   10    4%    8%   16
Regen        2600   18   70   18   60    8    3%    8%    8
Scan          100    5    5    5    5    3    1%    3%    3
Shell         500    6   18   10   40    3    1%    3%   14
Silence       100    6    5   12   10    4    1%    3%    2
Sleep         100    6    5   12   10    4    4%    3%    2
Slow          500   12   16   20   20   40    8%   10%   10
Stop          800   18   20   30   24   48   10%   20%   10
Thundaga     1500   30   16   30   16   14    4%   20%   14
Thundara      200   15    8   15    8   12    3%   16%   12
Thunder       100   10    5   10    4    8    2%   10%    8
Tornado      3000   48   24   42   24   33   12%   38%   14
Triple       2400   70   10   70   10   70   16%  150%   30
Ultima       6000  100   82  100   95   60   23%   60%   60
Water         300   20   14   18   14   12    4%   18%   13
Zombie        800   15   24   15   12    2    1%    2%    2

Elemental Junction list:

Aero          Wind +80%            Wind +80%
Apocalypse    --                   All +100%
Bio           Poison +100%         Poison +150%
Blizzaga      Ice +50%             Ice +50%
Blizzara      Ice +80%             Ice +80%
Blizzard      Ice +100%            Ice +150%
Fira          Fire +80%            Fire +80%
Firaga        Fire +100%           Fire +150%
Fire          Fire +50%            Fire +50%
Flare         --                   Fire, Ice, Lightning +20%
Float         --                   Earth +50%
Full-life     --                   All +40%
Holy          Holy +100%           Holy +200%
Life          --                   All +30%
Meteor        --                   Wind, Earth +30%
Protect       --                   Fire, Ice, Lightning +20%
Quake         Earth +100%          Earth +200%
Shell         --                   All +20%
Thundaga      Lightning +100%      Lightning +150%
Thundara      Lightning +80%       Lightning +80%
Thunder       Lightning +50%       Lightning +50%
Tornado       Wind +100%           Wind +200%
Ultima        --                   All +100%
Water         Water +100%          Water +150%

Status Junction list:

Aura          --                   Curse +100%
Berserk       Berserk +100%        Berserk +100%
Bio           Poison +100%         Poison +100%
Blind         Blind +100%          Blind +100%
Break         Petrify +100%        Petrify +100%
Confuse       Confuse +100%        Confuse +100%
Death         Death +100%          Death +100%
Dispel        --                   Drain +50%
Drain         Drain +100%          Drain +100%
Esuna         --                   All but Dt, Dr, Z +20%
Full-life     --                   Death +40%
Holy          --                   P, Dt, Br, Z, Sp, Cf, Cr, Dr +40%
Life          --                   Death +20%
Pain          P, Bl, Sp +100%      P, Bl, Sp, Cr +100%
Reflect       --                   All but Dt, Dr, Z, Cr +25%
Silence       Silence +100%        Silence +100%
Sleep         Sleep +100%          Sleep +100%
Slow          Slow +100%           Slow +100%
Stop          Stop +100%           Stop +100%
Zombie        Zombie +100%         Zombie +100%

Key for Status Junctions:
Ps - Poison, Cf - Confuse, Pt - Petrify, Si - Silence, Dt - Death, 
Dr - Drain, Cr - Curse, Br - Berserk, Z - Zombie, Sl - Slow, St - Stop, Bl - Blind, Sp - Sleep

***GF LIST***

Note: "Boosting time" is a relative measure of how long you have to 
Boost. The following values are the best Boosts I've been able to get at 
each level:

Low- 120-130
Medium- 140-150
High- 150-170
VERY high- 250
N/A - GF can't use Boost

If you can do better than these, good for you.

"Starting abilities" are abilities the GF has when you first obtain it. 
"Natural abilities" are abilities the GF learns on its own, without 
using items. Some abilities require you to learn other abilities first; 
I've tried to make this clear in the lists. For instance,

Mag+20%        Elem-Atk-J

means that once you learn Mag+20%, you can learn Elem-Atk-J and Mag+40%. 
Other abilities can only be learned once the GF has reached a certain 
level; in these cases, the ability is followed by the required level in 
brackets. For example: Mad Rush(10) means that the GF must be at Level 
10 before you can learn Mad Rush.

To get: Get it and Shiva from the terminal at Squall's desk at the start 
of the game.
Effect: Thunder Storm. Thunder attack on all enemies.
Boosting time: Low
Starting level: 1
Starting abilities: Mag-J, Magic, GF, Draw, Item
Natural abilities:
Vit-J          Elem-Def-J     Elem-Def*2
Card           Card Mod
Mag+20%        Elem-Atk-J
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%
T Mag-RF       Mid Mag-RF

To get: See Quetzacoatal.
Effect: Diamond Dust. Ice attack on all enemies.
Boosting time: Low
Starting level: 1
Starting abilities: Spr-J, Magic, GF, Draw, Item
Natural abilities: 
Str-J          Elem-Atk-J
Vit-J          Elem-Def-J     Elem-Def*2
               Vit+20%        Vit+40%
Spr+20%        Spr+40%
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%
I Mag-RF

To get: Defeat him in the Fire Cave near the start of the game.
Effect: Hellfire. Fire attack on all enemies.
Boosting time: Low
Starting level: 1
Starting abilities: Str-J, Elem Atk-J, Magic, GF, Draw, Item
Natural abilities:
Elem-Def-J     Elem-Def*2
Mad Rush(10)
Str+20%        Str+40%        Str Bonus
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%       GFHP+30%
F Mag-RF       Ammo-RF

To get: Draw from Elvoret on top of the Dollet communications tower, or 
from Tri-Point in the final dungeon.
Effect: Silent Voice. Non-elemental attack on all enemies; causes 
Boosting time: Low
Starting level: 3
Starting abilities: Mag-J, ST-Atk-J, ST Def-J, Magic, GF, Draw, Item
Natural abilities:
Mag+20%        Mag+40%        Mag Bonus
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%
L Mag-RF

To get: Defeat them in the Tomb of the Unknown King.
Effect: Brotherly Love. Earth attack on all enemies.
Boosting time: Medium
Starting level: 7
Starting abilities: HP-J, Magic, GF, Draw, Item, HP+20%
Natural abilities:
Str-J          Elem-Atk-J
Spr-J          Elem-Def-J
HP+40%         HP+80%         HP Bonus
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%       GFHP+30%

To get: Use the Magical Lamp and you'll fight him. Defeat him to get him 
as a GF. (Note: You automatically get the Magical Lamp.)
Effect: Dark Messenger. Attacks all enemies, does damage based on their 
max HP.
Boosting time: N/A
Starting level: 9
Starting abilities: Mag-J, Ability*3, Magic, GF, Draw, Item
Natural abilities:
HP-J           HP+20%         HP+40%       HP+80%
Mag+20%        Mag+40%
Enc-Half       Enc-None
GFHP+10%       GFHP+20%       GFHP+30%
Time Mag-RF

To get: Draw from the Iguions near the end of Disc 1, or from Krysta in 
the final dungeon.
Effect: Ruby Light. Casts Reflect on all allies.
Boosting time: N/A
Starting level: 16
Starting abilities: Vit-J, Ability*3, Magic, GF, Draw, Item
Natural abilities:
HP-J           HP+20%         HP+40%
Mag-J          ST-Atk-J
ST-Def-J       ST-Def-J*2
Vit+20%        Vit+40%        Vit Bonus
Counter        Auto-Reflect
GFHP+10%       GFHP+20%       GFHP+30%
Recov Med-RF

To get: Draw from NORG after destroying the pod that hides him, or from 
Trauma in the final dungeon.
Effect: Tsunami. Water attack on all enemies.
Boosting Time: Medium
Starting level: 17
Starting abilities: Spr-J, Elem-Def*2, Magic, GF, Draw, Item
Natural abilities:
Mag-J          Elem-Atk-J
Spr+20%        Spr+40%        Spr Bonus
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%       GFHP+30%
Supt Mag-RF    GFRecov Med-RF

To get: Draw from Fujin when you fight her and Raijin in Balamb Hotel, 
or from the Red Giant in the final dungeon.
Effect: Tornado Zone. Wind attack on all enemies.
Boosting time: High
Starting level: 19
Starting abilities: Str-J, Elem-Atk-J, Elem-Def-J, Magic, GF, Draw, Item
Natural abilities:
Spd-J          Spd+20%        Spd+40%
Str+20%        Str+40%
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%       GFHP+30%

To get: Defeat it in Galbadia Garden's main hall near the end of Disc 2, 
or Draw it from Gargantua in the final dungeon.
Effect: Counter Rockets. (No, I don't know why it's called that.) Casts 
Double and Triple on all allies.
Boosting time: N/A
Starting level: 23
Starting abilities: Str-J, Hit-J, Ability*3, Magic, GF, Draw, Item
Natural abilities:
Mag-J          ST-Atk-J
Spr-J          ST-Def-J       ST-Def-J*2   ST-Def-J*4
Spd-J          Spd+20%        Spd+40%      Auto-Haste
GFHP+10%       GFHP+20%       GFHP+30%

To get: Draw from Edea at the end of Disc 2, or from Catoblepas in the 
final dungeon.
Effect: Holy Judgement. Holy attack on all enemies.
Boosting time: High
Starting level: 25
Starting abilities: Spr-J, Elem-Def*2, Ability*3, Magic, GF, Draw, Item
Natural abilities:
Spr+20%        Spr+40%
Med Data       Med LV Up
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%       GFHP+30%
High Mag-RF

To get: Get Solomon's Ring at Tear's Point. Use the Ring when you have 6 
Malboro Tentacles, 6 Remedy+s, and 6 Steel Pipes; all the listed items 
will be used up, and you'll get Doomtrain without a battle.
Effect: Runaway Train. Poison damage + various status ailments on all 
Boosting time: High
Starting level: 28
Starting abilities: Elem-Atk-J, ST-Atk-J, Magic, GF, Draw, Item, 
Junk Shop
Natural abilities: 
SumMag+10%     SumMag+20%     SumMag+30%   SumMag+40%
GFHP+10%       GFHP+20%       GFHP+30%     GFHP+40%
Forbid Med-RF

To get: Defeat him at the Deep Sea Research Center.
Effect: Mega Flare. Non-elemental damage on all enemies.
Boosting time: High
Starting level: 35
Starting abilities: Ability*4, Magic, GF, Draw, Item, Str+60%, Mag+60%, Forbid Mag-RF
Natural abilities: 
Move-HP Up
Rare Item
SumMag+10%     SumMag+20%     SumMag+30%   SumMag+40%
GFHP+10%       GFHP+20%       GFHP+30%     GFHP+40%

To get: Defeat Jumbo Cactuar on Cactaur Island.
Effect: 1000 Needles. Hits all enemies for (Cactaur's Level)/10 (rounded 
up once Cactaur's level ends in 5) * 1000 damage, regardless of the 
enemy's defenses.
Boosting time: N/A
Starting level: 20
Starting abilities: Magic, GF, Draw, Item, HP Bonus, Str Bonus, 
Vit Bonus, Mag Bonus, Spr Bonus
Natural abilities:
Eva-J          Eva+30%        Expend*2-1
Luck-J         Luck+50%
Move-HP Up
GFHP+10%       GFHP+20%       GFHP+30%

To get: Defeat about 20 Tonberrys in the Centra Ruins. (It's easiest if 
you beat Odin first.) After this is done, the Tonberry King will appear. 
Defeat him for this GF.
Effect: Cooking Knife. Non-elemental damage to one randomly selected 
Boosting time: Low
Starting level: 30
Starting abilities: Magic, GF, Draw, Item, LV Down, LV Up, Eva+30%, Luck+50%
Natural abilities:
Move-HP Up
SumMag+10%     SumMag+20%     SumMag+30%
GFHP+10%       GFHP+20%       GFHP+30%
Haggle         Sell-High
Familiar       Call Shop

To get: Draw from Ultima Weapon at the Deep Sea Research Center, or from 
Tiamat in the final dungeon.
Effect: Eternal Breath. VERY strong (5 digit-damage!) non-elemental 
attack on all enemies.
Boosting time: VERY high; you can easily Boost it to 250.
Starting level: 30
Starting abilities: Spd-J, Eva-J, Hit-J, Magic, GF, Draw, Item, Devour
Natural abilities:
Mad Rush
SumMag+10%     SumMag+20%     SumMag+30%   SumMag+40%
GFHP+10%       GFHP+20%       GFHP+30%     GFHP+40%
GFAbl Med-RF

Note: Unlike other GFs, Eden requires 1000 Exp per level.

Special GFs:
These GFs cannot be junctioned, and either appear randomly or can be 
summoned with items after you get them.

Boco the Chicobo
To get: Get a Chocobo at any Chocobo Forest. Chocoboy gives it to you 
when you ride out. Once you have it, use Gysahl Greens in battle to 
summon it.
Effect: Choco Fire. Pretty weak. If you have the fortune to get your 
hands on a Pocketstation, however, you can level up your Chicobo and it 
will gain stronger attacks. 

To get: Defeat him at the Centra Ruins.
Effect: Zantetsuken. Odin randomly appears at the start of a battle and 
kills all enemies. This _never_ fails. However, Odin will not appear in 
most boss battles, with the exception of the Propagators.

To get: Use a Phoenix Pinion in battle. After using it once, Phoenix 
will appear randomly.
Effect: Rebirth Flame. Fire damage to all enemies, revives all fallen 

To get: Have Odin before the end of Disc 3. In the last battle of Disc 
3, Odin will be replaced by Gilgamesh.
Effect: Gilgamesh appears randomly during battles once you have him. 
He'll use one of 4 special attacks:
Excaliber- Damages all enemies
Excalipoor- 1 damage to all enemies
Masamune- Damages all enemies
Zantetsuken- Same as Odin's, but doesn't always work


Junction Abilities: (Do not have to be set)

ABILITY NAME   EFFECT              
HP-J           Can Junction spell to HP stat
Str-J          Can Junction spell to Strength stat
Vit-J          Can Junction spell to Vitality stat
Mag-J          Can Junction spell to Magic Power stat
Spr-J          Can Junction spell to Spirit stat
Spd-J          Can Junction spell to Speed stat
Eva-J          Can Junction spell to Evade stat
Hit-J          Can Junction spell to Hit stat
Luck-J         Can Junction spell to Luck stat
Elem-Atk-J     Can Junction spell to Elemental Attack
Elem-Def-J     Can Junction 1 spell to Elemental Defense
Elem-Def*2     Can Junction 2 spells to Elemental Defense
Elem-Def*4     Can Junction 4 spells to Elemental Defense
ST-Atk-J       Can Junction spell to Status Attack
ST-Def-J       Can Junction 1 spell to Status Defense
ST-Def*2       Can Junction 2 spells to Status Defense
ST-Def*4       Can Junction 4 spells to Status Defense
Ability*3      Can set up to 3 Character/Party Abilities
Ability*4      Can set to 4 Character/Party Abilities

Command Abilities: (Must be set to be effective)

(Organized alphabetically)

Absorb         Same effect as Drain
Card           Turn enemy into a Triple Triad Card
Darkside       Triple-damage attack, user loses 10% of max HP
Defend         Physical attacks do 0 damage, magic attacks halved
Devour         Eat enemy; effects vary
Doom           Causes death countdown
Draw           Draw spells in battle
GF             Summon an equipped GF in battle
Item           Use items in battle
Kamikaze       Heavy damage, kills user
LV Down        Halves enemy's level
LV Up          Doubles enemy's level
Mad Rush       Berserk, Haste, and Protect on all allies
Magic          Cast spells in battle
MiniMog        ????
Recover        Restores all HP to one character
Revive         Revives dead character
Treatment      Cures most status ailments

Character Abilities: (Must be set to be effective)

(Statistics-affecting abilities listed first, the rest orgnaized alphabetically)

HP+20%         Max HP value raised by 20%
HP+40%         Max HP value raised by 40%
HP+80%         Max HP value raised by 80%
Str+20%        Strength value raised by 20%
Str+40%        Strength value raised by 40%
Str+60%        Strength value raised by 60%
Vit+20%        Vitality value raised by 20%
Vit+40%        Vitality value raised by 40%
Vit+60%        Vitality value raised by 60%
Mag+20%        Magic Power value raised by 20%
Mag+40%        Magic Power value raised by 40%
Mag+60%        Magic Power value raised by 60%
Spr+20%        Spirit value raised by 20%
Spr+40%        Spirit value raised by 40%
Spr+60%        Spirit value raised by 60%
Spd+20%        Speed value raised by 20%
Spd+40%        Speed value raised by 40%
Eva+30%        Evade value raised by 30%
Luck+50%       Luck value raised by 50%
HP Bonus       Max HP+30 at level up
Str Bonus      Strength+1 at level up
Vit Bonus      Vitality+1 at level up
Mag Bonus      Magic Power+1 at level up
Spr Bonus      Spirit+1 at level up
Auto-Haste     Always in Haste status
Auto-Potion    Use healing items when attacked
Auto-Protect   Always in Protect status
Auto-Reflect   Always in Reflect status
Auto-Shell     Always in Shell status
Counter        Counterattacks when physically attacked
Cover          Guard ally in critical, take half damage
Expend*2-1     Use up only 1 spell in Double
Expend*3-1     Use up only 1 spell in Triple
Initiative     Time gauge full at the start of every battle
Med Data       Items heal for double
Move-HP Up     Restore HP by walking on the World Map
Mug            Steal items when attacking
Ribbon         Protects against all status ailments
Return Damage  When damaged, heal 1/4 of damage and return to enemy

Party Abilities: (Must be set to be effective)

(Organized alphabetically)

Alert          Lessens chances of being surprised by enemy
Enc-Half       Random encounter rate lowered
Enc-None       No random encoutners (except in certain situations)
Move-Find      See hidden Save and Draw Points
Rare Item      Easier to find rare items after battle

GF Abilities: (Do not have to be set)

SumMag+10%     GF does 10% more damage when summoned
SumMag+20%     GF does 20% more damage when summoned
SumMag+30%     GF does 30% more damage when summoned
SumMag+40%     GF does 40% more damage when summoned
GFHP+10%       GF gets 10% more HP
GFHP+20%       GF gets 20% more HP
GFHP+30%       GF gets 30% more HP
GFHP+40%       GF gets 40% more HP
Boost          Allows you to raise GF's power during summon animation

Menu Abilities: (Do not have to be set)

Ammo-RF            Make ammo from items
Call Shop          Call any visited shops
Card Mod           Make items from cards
Familiar           Buy more items from shops
F Mag-RF           Make Fire and Flare spells from items
Forbid Mag-RF      Make Ultima and Meteor spells from items
Forbid Med-RF      Make powerful medicine from items
GF Abl Med-RF      Make items that teach GFs abilities
GF Recov Med-RF    Make items that restore GFs
Haggle             Buy items at a discount
High Mag-RF        Make high-level magic from medium-level
I Mag-RF           Make Ice and Water magic from items
Junk Shop          Call a Junk Shop
L Mag-RF           Make Cure and Death magic from items
Med LV Up          Make strong healing items from weaker ones
Mid Mag-RF         Make medium-level magic from low-level
Recov Med-RF       Make healing items
Sell-High          Sell items for more than usual
ST Mag-RF          Make status-changing spells from items
ST Med-RF          Make status recovery items
Supt Mag-RF        Make Support magic from items
T Mag-RF           Make Lightning/Wind spells from items
Time Mag-RF        Make Time/Space spells from items
Tool-RF            Make specialty items


These charts are to be used as a reference when you want to see how to 
learn a specific ability. I would have included this with the ability 
lists, but there just wasn't enough space per line.

"Ability Name" should be self-explanatory. "Learned By" indicates which 
GFs start with the ability or can learn it through AP. If it says 
"none", that ability can only be learned with items. "AP" is how much AP 
is needed to learn the ability, (N/A indicates that either no GFs have 
that ability, or all the ones that do start with it) and "Item" is the 
name of the item that teaches the ability. (N/A if no item teaches it)

GF Abbreviations:
Q - Quezacotl  Sh - Shiva      I - Ifrit       Sr - Siren
Br - Brothers  Di - Diablos    Cb - Carbuncle  L - Leviathan
P - Pandemona  Cr - Cerberus   A - Alexander   Dm - Doomtrain
Bh - Bahamut   Ca - Cactaur    T - Tonberry    E - Eden
All - All GFs     Not - All but listed GFs

Junction Abilities:
HP-J             QIBrDiCb      50    HP-J Scroll
Str-J            ShIBrPCr      50    Str-J Scroll
Vit-J            QShCb         50    Vit-J Scroll
Mag-J            QSrDiCbLCr    50    Mag-J Scroll
Spr-J            ShBrLCrA      50    Spr-J Scroll
Spd-J            PCrE         120    Spd-J Scroll
Hit-J            DiCrE        120    N/A
Eva-J            CaE          200    Aegis Armlet
Luck-J           Ca           200    Luck-J Scroll
Elem-Atk-J       QShIBrLPADm  160    Elem Atk
Elem-Def-J       QShIBrP      100    N/A
Elem-Def*2       QShILPA      130    N/A
Elem-Def*4       ADm          180    Elem Guard
ST-Atk-J         SrCbCrDm     160    Status Atk
ST-Def-J         SrCbCr       100    N/A
ST-Def-J*2       SrCbCr       130    N/A
ST-Def-J*4       CrDm         180    Status Guard
Ability*3        DiCbCrA      N/A    N/A
Ability*4        Bh           N/A    Rosetta Stone

Command Abilities:
Magic            All          N/A    Magic Scroll
Draw             All          N/A    Draw Scroll
GF               All          N/A    GF Scroll
Item             All          N/A    Item Scroll
Absorb           PDm           80    N/A
Card             Q             40    Gambler Spirit
Darkside         DiDmE        100    N/A
Defend           BrCa         100    N/A
Devour           E            N/A    Hungry Cookpot
Doom             Sh            60    N/A
Kamikaze         Ca           100    Bomb Spirit
LV Down          T            N/A    N/A
LV Up            T            N/A    N/A
Mad Rush         IE            60    N/A
MiniMog          None         N/A    Mog's Amulet
Recover          L            200    Healing Ring
Revive           A            200    Phoenix Spirit
Treatment        Sr           100    Med Kit

Character Abilities:
HP+20%           BrDiCb        60    Regen Ring
HP+40%           BrDiCb       120    Giant's Ring
HP+80%           BrDi         240    Gaea's Ring
Str+20%          IP            60    Strength Love
Str+40%          IP           120    Power Wrist
Str+60%          Bh           N/A    Hyper Wrist
Vit+20%          ShCb          60    Turtle Shell
Vit+40%          ShCb         120    Orihalcon
Vit+60%          None         N/A    Adamantine
Mag+20%          QSrDi         60    Circlet
Mag+40%          QSrDi        120    Hypno Crown
Mag+60%          Bh           N/A    Royal Crown
Spr+20%          ShLA          60    Rune Armlet
Spr+40%          ShLA         120    Force Armlet
Spr+60%          None         N/A    Magic Armlet
Spd+20%          PCr          150    Jet Engine
Spd+40%          PCr          200    Rocket Engine
Eva+30%          CaT          150    N/A
Luck+50%         CaTE         200    N/A    
HP Bonus         BrCa         100    N/A
Str Bonus        ICa          100    N/A
Vit Bonus        CbCa         100    N/A
Mag Bonus        SrCa         100    N/A
Spr Bonus        LCa          100    N/A
Auto-Haste       Cr           250    Accelerator
Auto-Potion      LCaT         150    N/A
Auto-Protect     Bh           250    Steel Curtain
Auto-Reflect     Cb           250    Glow Curtain
Auto-Shell       Dm           250    Moon Curtain
Counter          Cb           200    Monk's Code
Cover            Br           100    Knight's Code
Expend*2-1       CrBhCa       250    N/A
Expend*3-1       E            250    Three Stars
Initiative       PCaT         160    N/A
Med Data         A            200    Doc's Code
Move-HP Up       BhCaT        200    N/A
Mug              DiBh         200    N/A
Ribbon           None         N/A    Ribbon
Return Damage    None         N/A    Hundred Needles

Party Abilities:
Alert            Cr           200    N/A
Enc-Half         Di            30    N/A
Enc-None         Di           100    N/A
Move-Find        Sr            40    N/A
Rare Item        Bh           250    N/A

GF Abilities:
SumMag+10%       Not DiCbCrCa  40    Steel Pipe
SumMag+20%       Not DiCbCrCa  70    Star Fragment
SumMag+30%       Not DiCbCrCa 140    Energy Crystal
SumMag+40%       DmBhE        200    Samantha Soul
GFHP+10%         All           40    Healing Mail
GFHP+20%         All           70    Silver Mail
GFHP+30%         Not QShSr    140    Gold Armor
GFHP+40%         DmBhE        200    Diamond Armor
Boost            Not DiCbCrCa  10    N/A

Menu Abilities:
Ammo-RF          I             30    N/A
Call Shop        T            200    N/A
Card Mod         Q             80    N/A
Familiar         T            150    N/A
F Mag-RF         I             30    N/A
Forbid Mag-RF    Bh           N/A    N/A
Forbid Med-RF    Dm           200    N/A
GF Abl Med-RF    E             30    N/A
GF Recov Med-RF  L             30    N/A
Haggle           T            150    N/A
High Mag-RF      A             60    N/A
I Mag-RF         Sh            30    N/A
Junk Shop        Dm           N/A    N/A
L Mag-RF         Sr            30    N/A
Med LV Up        A            120    N/A
Mid Mag-RF       Q             60    N/A
Recov Med-RF     Cb            30    N/A
Sell-High        T            150    N/A
ST Mag-RF        Di            30    N/A
ST Med-RF        Sr            30    N/A
Supt Mag-RF      L             30    N/A
T Mag-RF         Q             30    N/A
Time Mag-RF      Di            30    N/A
Tool-RF          Sr            30    N/A

The "L" column indicates the level of the card. "Card Name" and 
"Element" are pretty much self-explanatory. "N" refers to the number on 
the North side of the card, "W" is the West side, etc. "Card Mod" is 
what you can make from that card using the Card Mod ability; see the 
"GF/Abilities" section for more information. The entry in the Card Mod 
column will look something like: "1 - 10 Adamantines". The first number 
is the number of cards needed. The second is the number of the item 
produced. The third is the item name. Also, the line after every rare 
card explains where to find it. A "*" next to the level number indicates 
that the card is rare.

 L  Card Name        N W E S   Element   Card Mod
 1  Geezard          1 5 4 1   N/A       1 - 5 Screws
 1  Funguar          5 3 1 1   N/A       1 - 1 M-Stone Piece
 1  Bite Bug         1 5 3 3   N/A       1 - 1 M-Stone Piece
 1  Red Bat          6 2 1 1   N/A       1 - 1 Vampire Fang
 1  Blobra           2 5 3 1   N/A       4 - 1 Rune Armlet
 1  Gayla            2 4 1 4   Thunder   1 - 1 Mystery Fluid
 1  Gesper           1 1 5 4   N/A       1 - 1 Black Hole
 1  Fastitocalon-F   3 1 5 2   Earth     5 - 1 Water Crystal
 1  Blood Soul       2 1 1 6   N/A       1 - 1 Zombie Powder
 1  Caterchipillar   4 3 2 4   N/A       1 - 1 Spider Web
 1  Cockatrice       2 6 1 2   Thunder   1 - 1 Cockatrice Pinion
 2  Grat             7 1 1 3   N/A       1 - 1 Magic Stone
 2  Buel             6 3 2 2   N/A       1 - 1 Magic Stone
 2  Mesmerize        5 4 3 3   N/A       1 - 1 Mesmerize Blade
 2  Glacial Eye      6 3 1 4   Ice       1 - 1 Arctic Wind
 2  Belhelmel        3 3 4 5   N/A       1 - 1 Saw Blade
 2  Thrustaevis      5 5 3 2   Wind      1 - 1 Shear Feather
 2  Anacondaur       5 5 1 3   Poison    1 - 1 Venom Fang
 2  Creeps           5 2 2 5   Thunder   1 - 1 Coral Fragment
 2  Grendel          4 2 4 5   Thunder   1 - 1 Dragon Fin
 2  Jelleye          3 7 2 1   N/A       1 - 1 Magic Stone
 2  Grand Mantis     5 3 2 5   N/A       1 - 1 Sharp Spike
 3  Forbidden        6 2 6 3   N/A       1 - 1 Betrayal Sword
 3  Armadodo         6 6 3 1   Earth     1 - 1 Dino Bone
 3  Tri-Face         3 5 5 5   Posion    1 - 1 Curse Spike
 3  Fastitocalon     7 3 5 1   Earth     1 - 1 Water Crystal
 3  Snow Lion        7 3 1 5   Ice       1 - 1 North Wind
 3  Ochu             5 3 6 3   N/A       1 - 1 Ochu Tentacle
 3  SAM08G           5 4 6 2   Fire      1 - 1 Running Fire
 3  Death Claw       4 2 4 7   Fire      1 - 1 Sharp Spike
 3  Cactaur          6 3 2 6   N/A       1 - 1 Cactus Thorn
 3  Tonberry         3 4 6 4   N/A       1 - 1 Chef's Knife
 3  Abyss Worm       7 5 2 3   Earth     1 - 1 Windmill
 4  Turtapod         2 7 3 6   N/A       5 - 1 Healing Mail
 4  Vysage           6 5 5 4   N/A       1 - 1 Wizard Stone
 4  T-Rexaur         4 7 6 2   N/A       2 - 1 Dino Bone
 4  Bomb             2 3 7 6   Fire      1 - 1 Bomb Fragment
 4  Blitz            1 7 6 4   Thunder   1 - 1 Dynamo Stone
 4  Wendigo          7 6 3 1   N/A       1 - 1 Steel Orb
 4  Torama           7 4 4 4   N/A       5 - 1 Life Ring
 4  Imp              3 6 7 3   N/A       1 - 1 Wizard Stone
 4  Blue Dragon      6 3 2 7   Poison    4 - 1 Fury Fragment
 4  Adamantoise      4 6 5 5   Earth     3 - 1 Turtle Shell
 4  Hexadragon       7 3 5 4   Fire      3 - 1 Red Fang
 5  Iron Giant       6 5 5 6   N/A       3 - 1 Star Fragment
 5  Behemoth         3 7 6 5   N/A       10 - 1 Barrier
 5  Chimera          7 3 6 5   Water     10 - 1 Regen Ring
 5* PuPu             3 1 A 2   N/A       1 - 1 Hungry Cookpot
 5  Elastoid         6 7 2 6   N/A       1 - 1 Steel Pipe
 5  GIM47N           5 4 5 7   N/A       1 - 10 Fast Ammo
 5  Malboro          7 2 7 4   Poison    4 - 1 Malboro Tentacle
 5  Ruby Dragon      7 4 2 7   Fire      10 - 1 Inferno Fang
 5  Elnoyle          5 6 3 7   N/A       10 - 1 Energy Crystal
 5  Tonberry King    4 4 6 7   N/A       1 - 1 Chef's Knife
 5  Wedge, Biggs     6 7 6 2   N/A       1 - 1 X-Potion
 6  Fujin, Raijin    2 4 8 8   N/A       1 - 1 X-Potion
 6  Elvoret          7 4 8 3   Wind      1 - 10 Death Stones
 6  X-ATM092         4 3 8 7   N/A       2 - 1 Turtle Shell
 6  Granaldo         7 5 2 8   N/A       1 - 1 G-Returner
 6  Gerogero         1 3 8 8   Poison    10 - 1 Circlet
 6  Iguion           8 2 2 8   N/A       1 - 1 Cockatrice Pinion
 6  Abadon           6 5 8 4   N/A       1 - 30 Dark Ammo
 6  Trauma           4 6 8 5   N/A       1 - 30 Demolition Ammo
 6  Oilboyle         1 8 8 4   N/A       1 - 30 Fire Ammo
 6  Shumi Tribe      6 4 5 8   N/A       5 - 1 Gambler Spirit
 6  Krysta           7 1 5 8   N/A       1 - 10 Holy Stones
 7  Propagator       8 8 4 4   N/A       1 - 1 G-Mega-Potion
 7  Jumbo Cactaur    8 4 8 4   N/A       1 - 1 Cactus Thorn
 7  Tri-Point        8 8 5 2   Thunder   40 - 1 Rocket Engine
 7  Gargantua        5 8 6 6   N/A       10 - 1 Strength Love
 7  Mobile Type 8    8 3 6 7   N/A       1 - 10 Shell Stones
 7  Sphinxara        8 8 3 5   N/A       1 - 1 G-Mega-Potion
 7  Tiamat           8 4 8 5   N/A       1 - 10 Flare Stones
 7  BGH251F2         5 5 7 8   N/A       1 - 10 Protect Stones
 7  Red Giant        6 7 8 4   N/A       1 - 5 Meteor Stones
 7  Catoblepas       1 7 8 7   N/A       1 - 1 Rename Card
 7  Ultima Weapon    7 8 7 2   N/A       1 - 1 Ultima Stone
 8* Chubby Chocobo   4 9 4 8   N/A       1 - 100 LuvLuvGs
 8* Angelo           9 3 6 7   N/A       1 - 100 Elixirs
 8* Gilgamesh        3 6 9 7   N/A       1 - 10 Holy Wars
 8* MiniMog          9 2 3 9   N/A       1 - 100 Pet Houses
 8* Chicobo          9 4 4 8   N/A       1 - 100 Gysahl Greens
 8* Quezacotl        2 4 9 9   Thunder   1 - 100 Dynamo Stones
 8* Shiva            6 9 7 4   Ice       1 - 100 North Winds
 8* Ifrit            9 8 6 2   Fire      1 - 3 Elem Atks
 8* Siren            8 2 9 6   N/A       1 - 3 Status Atks
 8* Sacred           5 9 1 9   Earth     1 - 100 Dino Bones
 8* Minotaur         9 9 5 2   Earth     1 - 10 Adamantines
 9* Carbuncle        8 4 4 A   N/A       1 - 3 Glow Curtains
 9* Diablos          5 3 A 8   N/A       1 - 100 Black Holes
 9* Leviathan        7 7 A 1   Water     1 - 3 Doc's Codes
 9* Odin             8 5 A 3   N/A       1 - 100 Dead Spirits
 9* Pandemona        A 7 1 7   Wind      1 - 100 Windmills
 9* Cerberus         7 A 4 6   N/A       1 - 100 Lightweights
 9* Alexander        9 2 A 4   Holy      1 - 3 Moon Curtains
 9* Phoenix          7 A 2 7   Fire      1 - 3 Phoenix Spirits
 9* Bahamut          A 6 8 2   N/A       1 - 100 Megalixirs
 9* Doomtrain        3 A 1 A   Poison    1 - 3 Status Guards
 9* Eden             4 A 4 9   N/A       1 - 3 Monk's Codes
10* Ward             A 8 7 2   N/A       1 - 3 Gaea's Rings
10* Kiros            6 A 7 6   N/A       1 - 3 Accelerators
10* Laguna           5 9 A 3   N/A       1 - 100 Heroes
10* Selphie          A 4 8 6   N/A       1 - 3 Elem Guards
10* Quistis          9 2 6 A   N/A       1 - 3 Samantha Souls
10* Irvine           2 A 6 9   N/A       1 - 3 Rocket Engines
10* Zell             8 6 5 A   N/A       1 - 3 Hyper Wrists
10* Rinoa            4 A A 2   N/A       1 - 3 Magic Armlets
10* Edea             A 3 A 3   N/A       1 - 3 Royal Crowns
10* Seifer           6 4 9 A   N/A       1 - 3 Diamond Armors
10* Squall           A 9 4 6   N/A       1 - 3 Three Stars



Note: Items in brackets can only be purchased if you have Tonberry's 
Familiar ability. Also, if you have Haggle, the price will be 3/4 of the 
listed price.

Timber Pet Shop:
G-Potion             200
G-Hi-Potion          600
G-Returner           500
Pet House           1000
Magic Scroll        5000
GF Scroll           5000
Draw Scroll         5000
Item Scroll         5000
Amnesia Greens      1000
(HP-J Scroll)      10000
(Str-J Scroll)     10000
(Vit-J Scroll)     10000
(Mag-J Scroll)     10000
(Spr-J Scroll)     10000
Pet Pals Vol.3      1000
Pet Pals Vol.4      1000

Esthar Shop:
Hi-Potion            500
Phoenix Down         500
Eye Drops            100
Soft                 100
Remedy              1000
Tent                1000
Fuel                3000
Normal Ammo           20
Shotgun Ammo          40
Dark Ammo            300
Fire Ammo            500
(Demolition Ammo)    800
(Fast Ammo)          100
G-Potion             200
G-Hi-Potion          600
G-Returner           500

Esthar Pet Shop:
G-Potion             200
G-Hi-Potion          600
G-Returner           500
Pet House           1000
Amnesia Greens      1000
HP-J Scroll        10000
Str-J Scroll       10000
Vit-J Scroll       10000
Mag-J Scroll       10000
Spr-J Scroll       10000
Pet Pals Vol.5     1000
Pet Pals Vol.6      1000
(Giant's Ring)     20000
(Power Wrist)      20000
(Force Armlet)     20000
(Hypno Crown)      20000

Esthar Book Shop:
(Weapons Mon 1st)  50000
Weapons Mon Mar     1000
Weapons Mon Apr     1000
Weapons Mon May     1000
Weapons Mon Jun     1000
Weapons Mon Jul     1000
Weapons Mon Aug     1000
Combat King 001     1000
Combat King 002     1000
Combat King 003     1000
(Combat King 004)   1000
(Combat King 005)  30000
Pet Pals Vol.1      1000
Pet Pals Vol.2      1000
(Occult Fan I)     35000
(Occult Fan II)    35000

Esthar Shop!!!:
Potion               100
Hi-Potion            500
(X-Potion)          5000
(Mega-Potion)      10000
Phoenix Down         500
(Mega Phoenix)     10000
(Elixir)           50000
Antidote             100
Soft                 100
Eye Drops            100
Echo Screen          100
Holy Water          1000
Remedy              1000
Tent                1000
(Cottage)           1800
G-Potion             200

All other shops:
Potion               100
Hi-Potion            500
Phoenix Down         500
Antidote             100
Eye Drops            100
Soft                 100
Echo Screen          100
Holy Water           100
Remedy              1000
Tent                1000
Fuel                3000
Normal Ammo           20
Shotgun Ammo          40
G-Potion             200
(G-Hi-Potion)        600
G-Returner           500


Note: This does not include the items you can get with Card Mod, since 
it seemed better to put that info in the Card List. # means the number 
of that item/spell needed for refinement.

Bomb Fragment   1   20 Fire Ammo
Cactus Thorn    1   40 Demolition Ammo
Chef's Knife    1   20 AP Ammo
Energy Crystal  1   10 Pulse Ammo
Fuel            1   10 Fire Ammo
Laser Cannon    1   5 Pulse Ammo
Missile         1   20 Demolition Ammo
Normal Ammo     1   1 Fast Ammo
Poison Powder   1   10 Dark Ammo
Power Generator 1   20 Pulse Ammo
Red Fang        1   40 Fire Ammo
Running Fire    1   40 Demolition Ammo
Screw           1   8 Normal Ammo
Sharp Spike     1   10 AP Ammo
Shotgun Ammo    1   2 Fast Ammo
Venom Fang      1   20 Dark Ammo

F Mag-RF:
Bomb Fragment  1  20 Firas
Bomb Spirit    1  100 Firagas
Flare Stone    1  1 Flare
Inferno Fang   1  20 Flares
Magic Stone    1  5 Firas
M-Stone Piece  1  5 Fires
Phoenix Pinion 1  100 Firagas
Phoenix Spirit 1  100 Firagas
Red Fang       1  20 Firagas
Wizard Stone   1  5 Firagas

Forbid Mag-RF:
Dark Matter    1  100 Ultimas
Energy Crystal 1  3 Ultimas
Meteor Stone   1  1 Meteor
Star Fragment  1  5 Meteors
Pulse Ammo     5  1 Ultima
Ultima Stone   1  1 Ultima

Forbid Med-RF:
Adamantine       5   1 Vit Up
Aegis Amulet     2   1 Speed Up
Doc's Code       1   1 Megalixir
Elem Atk         1   4 Elixirs
Elem Guard       1   4 Elixirs
Gaea's Ring      1   1 HP Up
Hundred Needles  1   1 Spd Up
Hyper Wrist     10   1 Str Up
Jet Engine      50   1 Spd Up
Knight's Code    1   1 Vit Up
Luck-J Scroll    1   1 Luck Up
Magic Armlet    10   1 Spr Up
Med Kit          1   2 Megalixirs
Mega-Potion     20   1 Elixir
Monk's Code      1   1 Str Up
Rocket Engine    5   1 Spd Up
Royal Crown     10   1 Mag Up
Status Atk       1   4 Elixirs
Status Guard     1   4 Elixirs

GFAbl Med-RF:
ITEM NAME           #   RESULT
Adamantine         20   1 Steel Curtain
Barrier            50   1 Aegis Amulet
Bomb Fragment     100   1 Bomb Spirit
Cactus Thorn      100   1 Hundred Needles
Dark Matter         1   1 Luck-J Scroll
Diamond Armor       5   1 Elem Guard
Dragon Fang       100   1 Med Kit
Dragon Skin       100   1 Glow Curtain
Elixir             10   1 Doc's Code
Energy Crystal     50   1 Samantha Soul
Force Armlet       10   1 Magic Armlet
Giant's Ring       10   1 Gaea's Ring
Glow Curtain        2   1 Monk's Code
Gold Armor          5   1 Diamond Armor
Holy War            5   1 Knight's Code
HP-J Scroll        10   1 Giant's Ring
HP Up               2   1 HP-J Scroll
Hypno Crown        10   1 Royal Crown
Jet Engine         10   1 Rocket Engine
Lightweight       100   1 Accelerator
Luck Up             2   1 Luck-J Scroll
Magic Armlet       20   1 Moon Curtain
Mag-J Scroll       10   1 Force Armlet
Mag Up              2   1 Mag-J Scroll
Malboro Tentacle  100   1 Moon Curtain
Orihalcon          10   1 Adamantine
Phoenix Pinion     20   1 Phoenix Spirit*
Power Wrist        10   1 Hyper Wrist
Ribbon              1   1 Status Guard
Royal Crown        20   1 Status Atk
Samantha Soul      20   1 Elem Atk
Shaman Stone        1   1 Rosetta Stone
Silver Mail         5   1 Gold Armor
Spd-J Scroll       10   1 Jet Engine
Spd Up              2   1 Spd-J Scroll
Spr-J Scroll       10   1 Hypno Crown
Spr Up              2   1 Spr-J Scroll
Str-J Scroll       10   1 Power Wrist
Str Up              2   1 Str-J Scroll
Vit-J Scroll       10   1 Orihalcon
Vit Up              2   1 Vit-J Scroll
Whisper           100   1 Healing Ring

*It says Phoenix Downs in the Information section, but you actually need 20 Pinions.

GFRecov Med-RF:
ITEM NAME         #   RESULT
Diamond Armor     1   16 Pet Houses
Gold Armor        1   4 Pet Houses
Healing Mail      1   1 Pet House
Healing Ring      1   20 G-Mega-Potions
Healing Water     1   2 G-Hi-Potions
Life Ring         1   2 G-Returners
Mesmerize Blade   1   2 G-Hi-Potions
Pet House         1   2 G-Returners
Phoenix Spirit    1   40 G-Returners
Regen Ring        1   6 G-Returners
Silver Mail       1   2 Pet Houses
Whisper           1   4 G-Hi-Potions

High Mag-RF:
Aero       10  1 Tornado
Blizzara    5  1 Blizzaga
Cura        5  1 Curaga
Double     10  1 Triple
Fira        5  1 Firaga
Thundara    5  1 Thundaga

I Mag-RF:
Arctic Wind     1   20 Blizzaras
Fish Fin        1   20 Waters
Magic Stone     1   5 Blizzaras
M-Stone Piece   1   5 Blizzards
North Wind      1   20 Blizzagas
Water Crystal   1   50 Waters
Wizard Stone    1   5 Blizzagas

L Mag-RF:
Chef's Knife     1   30 Deaths
Cottage          1   100 Curagas
Dead Spirit      1   20 Deaths
Death Stone      1   1 Death
Healing Mail     1   20 Curagas
Healing Ring     1   100 Curagas
Healing Water    1   20 Curas
Holy Stone       1   1 Holy
Holy Water       1   2 Zombies
Life Ring        1   20 Lifes
Magic Stone      1   5 Curas
Mesmerize Blade  1   20 Regens
Moon Stone       1   20 Holys
M-Stone Piece    1   5 Cures
Phoenix Spirit   1   100 Full-lifes
Regen Ring       1   20 Full-lifes
Saw Blade        1   10 Deaths
Tent             1   10 Curagas
Whisper          1   50 Curagas
Wizard Stone     1   5 Curagas
Zombie Powder    1   20 Zombies

Med LV Up:
ITEM NAME         #   RESULT
Elixir           10   1 Megalixir
Hero             10   1 Holy War-trial
Hero-trial       10   1 Hero
Hi-Potion         3   1 Hi-Potion+
Hi-Potion+        3   1 X-Potion
Holy War-trial   10   1 Holy War
Phoenix Down     50   1 Mega Phoenix
Potion            3   1 Potion+
Potion+           3   1 Hi-Potion
Remedy           10   1 Remedy+
Remedy+          10   1 Elixir
X-Potion          3   1 Mega-Potion

Mid Mag-RF:
Blizzard    5  1 Blizzara
Cure        5  1 Cura
Fire        5  1 Fira
Thunder     5  1 Thundara

Recov Med-RF:
ITEM NAME         #   RESULT
Cottage           2   1 Mega-Potion
Healing Mail      1   6 Hi-Potions
Healing Ring      1   20 Mega-Potions
Healing Water     1   2 Hi-Potions
Life Ring         1   2 Phoenix Downs
Mesmerize Blade   1   2 Mega-Potions
Phoenix Spirit    1   100 Phoenix Downs
Regen Ring        1   8 Phoenix Downs
Tent              4   1 Mega-Potion

ST Mag-RF:
ITEM NAME          #   RESULT
Antidote           1   1 Bio
Betrayal Sword     1   20 Confuses
Cockatrice Pinion  1   20 Breaks
Curse Spike        1   10 Pains
Echo Screen        1   2 Silences
Eye Drops          1   1 Blind
Magic Stone        1   5 Berserks
Malboro Tentacles  1   40 Bios
M-Stone Piece      1   5 Silences
Mystery Fluid      1   10 Meltdowns
Ochu Tentacles     1   30 Blinds
Silence Powder     1   20 Silences
Sleep Powder       1   20 Sleeps
Soft               1   3 Breaks
Steel Pipe         1   20 Berserks
Venom Fang         1   20 Bios
Wizard Stone       1   5 Bios

ST Med-RF:
ITEM NAME          #   RESULT
Betrayal Swords    5   1 Remedy
Cockatrice Pinion  1   3 Softs
Curse Spike        1   1 Remedy
Dragon Fang        1   1 Remedy
Malboro Tentacle   1   2 Remedies
Med Kit            1   20 Remedies
Ochu Tentacle      1   3 Eye Drops
Poison Powder      1   3 Antidotes
Silence Powder     1   3 Echo Screens
Sleep Powder       5   1 Remedy
Venom Fang         1   10 Antidotes
Zombie Powder      1   3 Holy Waters

Supt Mag-RF:
Aura Stone      1   1 Aura
Barrier         1   40 Shells
Dragon Fang     1   20 Esunas
Dragon Skin     1   20 Reflects
Fury Fragment   1   5 Auras
Giant's Ring    1   60 Protects
Glow Curtain    1   100 Reflects
Magic Stone     1   5 Dispels
Med Kit         1   100 Esunas
Moon Curtain    1   100 Shells
M-Stone Piece   1   5 Esunas
Protect Stone   1   1 Protect
Remedy          1   5 Esunas
Rune Armlet     1   40 Shells
Saw Blade       1   20 Dispels
Shell Stone     1   1 Shell
Steel Curtain   1   100 Protects
Turtle Shell    1   30 Protects
Vampire Fang    1   20 Drains
Wizard Stone    1   20 Dispels

T Mag-RF:
ITEM NAME         #   RESULT
Coral Fragment    1   20 Thundaras
Dynamo Stone      1   20 Thindagas
Magic Stone       1   5 Thundaras
M-Stone Piece     1   5 Thunders
Shear Feather     1   20 Aeros
Windmill          1   20 Tornados
Wizard Stone      1   5 Thundagas

Time Mag-RF:
Accelerator     1   100 Hastes
Aegis Amulet    1   100 Hastes
Black Hole      1   30 Demis
Dino Bone       1   20 Quakes
Dragon Fin      1   20 Doubles
Lightweight     1   20 Hastes
Magic Stone     1   5 Hastes
M-Stone Piece   1   5 Slows
Rocket Engine   1   50 Triples
Samantha Soul   1   60 Triples
Spider Web      1   20 Slows
Steel Orb       1   15 Demis
Three Stars     1   100 Triples
Wizard Stone    1   5 Stops

Circlet         1   2 Aura Stones
Curse Spike   100   1 Dark Matter*
Dark Matter     1   1 Shaman Stone
Dead Spirit     1   2 Death Stones
Diamond Armor   1   50 Cottages
Draw Scroll     1   10 Wizard Stones
Energy Crystal  1   2 Ultima Stones
Magic Armlet    1   30 Shell Stones
Fury Fragment   1   2 Aura Stones
Gambler Spirit  1   10 Wizard Stones
GF Scroll       1   10 Wizard Stones
Healing Ring    1   30 Cottages
Healing Water   1   2 Tents
Hungry Cookpot  1   1 Shaman Stone
Hypno Crown     1   10 Aura Stones
Inferno Fang    1   2 Flare Stones
Item Scroll     1   10 Wizard Stones
Magic Scroll    1   10 Wizard Stones
Mega Phoenix    3   1 Phoenix Pinion
Mog's Amulet    1   1 Shaman Stone
Moon Stone      1   2 Holy Stones
Orihalcon       1   30 Protect Stones
Hyper Wrist     1   10 Aura Stones
Regen Ring      1   5 Tents
Rosetta Stone   1   1 Shaman Stone
Rune Armlet     1   10 Shell Stones
Shaman Stone    1   1 LuvLuv G
Star Fragment   1   2 Meteor Stones
Steel Pipe      1   1 Aura Stone
Strength Love   1   2 Aura Stones
Turtle Shell    1   10 Protect Stones
Whisper         1   1 Cottage

*Siren must be at Level 100 before you can make Dark Matter.


Compiled by Matt Hobbs.

(Note: Selling prices of the items will be added at some point in the 

[CW] means the item can only be obtained through the "Chocobo World" 
minigame, which requires a Pocketstation. Since the Pocketstation hasn't 
been released in North America, this means you'll either have to import 
one or use a GameShark or similar device to get those items.

Recovery Items:
Potion             Restores 200 HP
Potion+            Restores 400 HP
Hi-Potion          Restores 1000 HP
Hi-Potion+         Restores 2000 HP
X-Potion           Restores All HP
Mega-Potion        Restores 1000 HP [All]
Phoenix Down       Revives a dead ally
Mega Phoenix       Revives all dead allies
Elixir             Restores All HP and cures status
Megalixir          Restores All HP and cures status [All]
Antidote           Cures Poison
Soft               Cures Petrify and Slow Petrify
Eye Drops          Cures Blind
Echo Screen        Cures Silence
Holy Water         Cures Zombie and Curse
Remedy             Cures all status ailments
Remedy+            Cures all status ailments and negative magic effects

Battle-Only Items:
Hero-trial         Makes one ally invincible, may fail
Hero               Makes one ally invincible
Holy War-trial     Makes all allies invincible, may fail
Holy War           Makes all allies invincible
Shell Stone        Casts "Shell" in battle
Protect Stone      Casts "Protect" in battle
Aura Stone         Casts "Aura" in battle
Death Stone        Casts "Death" in battle
Flare Stone        Casts "Flare" in battle
Meteor Stone       Casts "Meteor" in battle
Ultima Stone       Casts "Ultima" in battle
Gysahl Greens      Summons GF Boko when used in battle
Phoenix Pinion     Summons GF Phoenix when used in battle
Friendship         Summons GF Moomba when used in battle [CW]

Non-Battle Recovery Items:
Tent               Restores all allies' HP and cures status
Pet House          Restores all GFs' HP
Cottage            Restores all allies and all GFs
G-Potion           Restores 200 GF HP 
G-Hi-Potion        Restores 1000 GF HP
G-Mega-Potion      Restores 1000 GF HP [All]
G-Returner         Revives a dead GF
Rename Card        Allows you to rename a GF
Chocobo's Tag      Allows you to rename the Chicobo
Pet Nametag        Allows you to rename Angelo

GF Ability Items:
Amnesia Greens     Makes GF forget an ability
(Junction Abilities)
HP-J Scroll        GF learns "HP-J"  
Str-J Scroll       GF learns "Str-J"  
Vit-J Scroll       GF learns "Vit-J"  
Mag-J Scroll       GF learns "Mag-J"  
Spr-J Scroll       GF learns "Spr-J"  
Spd-J Scroll       GF learns "Spd-J"  
Luck-J Scroll      GF learns "Luck-J"  
Aegis Amulet       GF learns "Eva-J"  
Elem Atk           GF learns "Elem-Atk-J"  
Elem Guard         GF learns "Elem-Def*4"  
Status Atk         GF learns "ST-Atk-J"  
Status Guard       GF learns "ST-Def*4"  
Rosetta Stone      GF learns "Ability*4"  
(Command Abilities)
Magic Scroll       GF learns "Magic" command
GF Scroll          GF learns "GF" command
Draw Scroll        GF learns "Draw" command
Item Scroll        GF learns "Item" command
Healing Ring       GF learns "Recover" command
Med Kit            GF learns "Treatment" command
Phoenix Spirit     GF learns "Revive" command
Gambler Spirit     GF learns "Card" command
Bomb Spirit        GF learns "Kamikaze" command
Hungry Cookpot     GF learns "Devour" command
Mog's Amulet       GF learns "MiniMog" command [CW]
(GF Abilities)
Steel Pipe         GF learns "SumMag+10%"
Star Fragment      GF learns "SumMag+20%"
Energy Crystal     GF learns "SumMag+30%"
Samantha Soul      GF learns "SumMag+40%"
Healing Mail       GF learns "GFHP+10%"
Silver Mail        GF learns "GFHP+20%"
Gold Armor         GF learns "GFHP+30%"
Diamond Armor      GF learns "GFHP+40%"
(Character Abilities)
Regen Ring         GF learns "HP+20%"
Giant's Ring       GF learns "HP+40%"
Gaea's Ring        GF learns "HP+80%"
Strength Love      GF learns "Str+20%"
Power Wrist        GF learns "Str+40%"
Hyper Wrist        GF learns "Str+60%"
Turtle Shell       GF learns "Vit+20%"
Orihalcon          GF learns "Vit+40%"
Adamantine         GF learns "Vit+60%"
Rune Armlet        GF learns "Spr+20%"
Force Armlet       GF learns "Spr+40%"
Magic Armlet       GF learns "Spr+60%"
Circlet            GF learns "Mag+20%"
Hypno Crown        GF learns "Mag+40%"
Royal Crown        GF learns "Mag+60%"
Jet Engine         GF learns "Spd+20%"
Rocket Engine      GF learns "Spd+40%"
Steel Curtain      GF learns "Auto-Protect"
Moon Curtain       GF learns "Auto-Shell"
Glow Curtain       GF learns "Auto-Reflect"
Knight's Code      GF learns "Cover"
Monk's Code        GF learns "Counter"
Doc's Code         GF learns "Med Data"
Hundred Needles    GF learns "Return Damage"
Three Stars        GF learns "Expend*3-1"
Ribbon             GF learns "Ribbon" [CW]

Normal Ammo        Ammo for Irvine's "Normal Shot" Limit
Shotgun Ammo       Ammo for Irvine's "Scatter Shot" Limit
Dark Ammo          Ammo for Irvine's "Dark Shot" Limit
Fire Ammo          Ammo for Irvine's "Flame Shot" Limit
Demolition Ammo    Ammo for Irvine's "Canister Shot" Limit
Fast Ammo          Ammo for Irvine's "Quick Shot" Limit
AP Ammo            Ammo for Irvine's "Armor Shot" Limit
Pulse Ammo         Ammo for Irvine's "Hyper Shot" Limit

Blue Magic Items:
Spider Web         Quistis learns Blue Magic "Ultra Waves"
Coral Fragment     Quistis learns Blue Magic "Electrocute"
Curse Spike        Quistis learns Blue Magic "LV?Death"
Black Hole         Quistis learns Blue Magic "Degenerator"
Water Crystal      Quistis learns Blue Magic "Aqua Breath"
Missile            Quistis learns Blue Magic "Micro Missiles"
Mystery Fluid      Quistis learns Blue Magic "Acid"
Running Fire       Quistis learns Blue Magic "Gatling Gun"
Inferno Fang       Quistis learns Blue Magic "Fire Breath"
Malboro Tentacle   Quistis learns Blue Magic "Bad Breath"
Whisper            Quistis learns Blue Magic "White Wind"
Power Generator    Quistis learns Blue Magic "Ray-Bomb"
Dark Matter        Quistis learns Blue Magic "Shockwave Pulsar"

Compatibility-Raising Items:
Bomb Fragment      Compatibility with Ifrit +1
Red Fang           Compatibility with Ifrit +3
Arctic Wind        Compatibility with Shiva +1
North Wind         Compatibility with Shiva +3
Dynamo Stone       Compatibility with Quezacotl +3
Silence Powder     Compatibility with Siren +3
Dino Bone          Compatibility with Brothers +3
Steel Orb          Compatibility with Diablos +3
Dragon Skin        Compatibility with Carbuncle +3
Fish Fin           Compatibility with Leviathan +2
Shear Feather      Compatibility with Pandemona +1
Windmill           Compatibility with Pandemona +3
Dragon Fin         Compatibility with Cerberus +3
Moon Stone         Compatibility with Alexander +3
Poison Powder      Compatibility with Doomtrain +1
Venom Fang         Compatibility with Doomtrain +3
Cactus Thorn       Compatibility with Cactuar +3
Shaman Stone       Compatibility with Bahamut +3
Chef's Knife       Compatibility with Tonberry +3
LuvLuv G           Compatibility with all GFs +20

Stat-Boosting Items:
HP Up              Raises Max HP by 10 points permanently
Str Up             Raises Strength by 1 point permanently
Vit Up             Raises Vitality by 1 point permanently
Mag Up             Raises Magic by 1 point permanently
Spr Up             Raises Spirit by 1 point permanently
Spd Up             Raises Speed by 1 point permanently
Luck Up            Raises Luck by 1 point permanently

Refinement Items:
Betrayal Sword     Used for Refining/Upgrading Weapons
Cockatrice Pinion  Used for Refining/Upgrading Weapons
Dead Spirit        Used for Refining/Upgrading Weapons
Dragon Fang        Used for Refining/Upgrading Weapons
Fury Fragment      Used for Refining/Upgrading Weapons
Healing Water      Used for Refining/Upgrading Weapons
Life Ring          Used for Refining/Upgrading Weapons
Lightweight        Used for Refining/Upgrading Weapons
M-Stone Piece      Used for Refining/Upgrading Weapons
Magic Stone        Used for Refining/Upgrading Weapons
Mesmerize Blade    Used for Refining/Upgrading Weapons
Ochu Tentacle      Used for Refining/Upgrading Weapons
Saw Blade          Used for Refining/Upgrading Weapons
Screw              Used for Refining/Upgrading Weapons
Sharp Spike        Used for Refining/Upgrading Weapons
Sleep Powder       Used for Refining/Upgrading Weapons
Vampire Fang       Used for Refining/Upgrading Weapons
Wizard Stone       Used for Refining/Upgrading Weapons
Zombie Powder      Used for Refining/Upgrading Weapons

Weapons Mon 1st    Info on Lionheart, Shooting Star, Exeter, 
                   Strange Vision
Weapons Mon Mar    Info on Revolver, Metal Knuckle, Flail, Chain Whip
Weapons Mon Apr    Info on Shear Trigger, Maverick, Pinwheel, Valiant
Weapons Mon May    Info on Cutting Trigger, Valkyrie, Ulysses, 
                   Slaying Tail
Weapons Mon Jun    Info on Flame Saber, Gauntlet, Morning Star, 
                   Red Scorpion
Weapons Mon Jul    Info on Twin Lance, Rising Sun, Bismarck, 
                   Crescent Wish
Weapons Mon Aug    Info on Punishment, Ehrgeiz, Cardinal, Save the Queen
Combat King 001    Teaches Zell the "Dolphin Blow" Duel skill
Combat King 002    Teaches Zell the "Meteor Strike" Duel skill
Combat King 003    Teaches Zell the "Meteor Barret" Duel skill
Combat King 004    Teaches Zell the "Different Beat" Duel skill
Combat King 005    Teaches Zell the "My Final Heaven" Duel skill
Pet Pals Vol.1     Allows Angelo to learn the "Angelo Strike" skill
Pet Pals Vol.2     Allows Angelo to learn the "Angelo Recover" skill
Pet Pals Vol.3     Allows Angelo to learn the "Invincible Moon" skill
Pet Pals Vol.4     Allows Angelo to learn the "Angelo Reverse" skill
Pet Pals Vol.5     Allows Angelo to learn the "Angelo Search" skill
Pet Pals Vol.6     Allows Angelo to learn the "Wishing Star" skill
Occult Fan I       Hint about Steel Pipes...
Occult Fan II      Hint about Malboros and UFOs...
Occult Fan III     Hint about Solomon's Ring and "666 Items"...
Occult Fan IV      Hint about Doomtrain, Full Status Recovery Medicine,
                   and an alien...

Miscellaneous Items:
Fuel               Needed to drive a car
Sorceress' Letter  Edea's letter; Show to White SeeDs
Girl Next Door     Trade to Zone for a Rename Card and Shiva's Card
Magical Lamp       Starts battle with GF Diablos
Solomon's Ring     Summons GF Doomtrain if you have the necessary items


-Section under construction-

Normal monsters are listed in alphabetical order; after that, bosses are 
listed in roughly the order you can fight them in.
A "*" by a non-boss monster's name means that the Card ability will not 
work on it. Other monsters can be turned into their own cards.
"HP" just gives a relative measure of how much HP the monster has in 
comparison to other monsters of the same level; at, least, it will when 
I finally get this list done.
"Range" is the level range of the monster; at different levels, monsters 
have different Draw lists and different items to steal/win.

Actually, I'm really not entirely sure how I'm going to organize this 
list, but I may as well get started on it...

Key for Elements:
F = Fire
I = Ice
T = Thunder
A = Air
W = Water
E = Earth
H = Holy
P = Poison
Element with no symbol: Monster's weakness
Element with +: Monster absorbs
Element with *: Monster takes half damage
Element with -: Monster takes no damage
All other elements do normal damage.

Monster Name      HP   Elements   Boss Card   Range   Draw     Mug   Win
Abyss Worm                        Abadon
Adamantoise                       Sphinxara
Anacondaur                        Mobile Type 8
Armadodo                          Catoblepas
Belhelmel                         Tri-Point
Behemoth                          BGH251F2
Bite Bug                          Elvoret
Blitz                             Propagator
Blobra                            Granaldo
Blood Soul                        Abadon
Blue Dragon                       Mobile Type 8
Bomb                              Krysta
Buel                              Krysta
Cactaur                           Gerogero
Caterchipillar                    Trauma
Chimera                           Red Giant
Cockatrice                        Oilboyle
Creeps                            Sphinxara
Death Claw                        Granaldo
Elastoid                          Ultima Weapon
Elite Soldier*                    N/A
Elnoyle                           Catoblepas
Esthar Soldier*                   N/A
Esthar Soldier(C)*                N/A
Fastitocalon                      Tonberry King
Fastitocalon(F)                   N/A
Forbidden                         Red Giant
Funguar                           Wedge, Biggs
G-Soldier*                        N/A
Geezard                           N/A
GIM47N                            Oilboyle
GIM52A*                           N/A
Glacial Eye                       Jumbo Cactaur
Grand Mantis                      BGH251F2
Grat                              Shumi Tribe
Grendel                           Tiamat
Guard*                            N/A
Hexadragon                        Tiamat
Imp                               Gargantua
Iron Giant                        Fujin, Raijin
Jelleye                           Fujin, Raijin
Lefty*                            N/A
Malboro                           Tonberry King
Mesmerize                         Propagator
Ochu                              Elvoret
Paratrooper*                      N/A
Red Bat                           X-ATM092
Righty*                           N/A
Ruby Dragon                       N/A
SAM08G                            X-ATM092
Slapper*                          N/A
Snow Lion                         Wedge, Biggs
T-Rexaur                          Shumi Tribe
Thrustaevis                       Gargantua
Tonberry                          Iguion
Torama                            Tri-Point
Tri-Face                          Ultima Weapon
Turtapod                          Trauma
Vysage*                           N/A
Wendigo                           Jumbo Cactaur

Fake President
Base Leader
Base Soldier
Left Orb
Right Orb
Tonberry King
Jumbo Cactaur
Ultima Weapon
Mobile Type 8
Left Probe
Right Probe
Red Giant
Omega Weapon


This FAQ is not to be reproduced, in whole or in part, without the 
permission of the author, yada yada yada. All bad titles are the sole 
responsibility of the author and nobody else. This FAQ copyright 2000 
Kenneth Nearey.


Thanks to:

Matt Hobbs, who gets taken out of alphabetical order for being so 
helpful. He sent me the item and Junction lists, as well as info I 
needed to finish up the character and card lists. In addition, he gave 
me info on the Triple Triad rules for the various regions. Also, he told 
me some of the items that bosses in the last dungeon drop, and where to 
find the first three Occult Fan magazines. Plus, he proofread this whole 
damn thing, giving me suggestions on the format of some lists as well. 
He's also written up most of the walkthrough for Timber, and told me 
where to find most of the stuff in FH. Overall, he's saved me a _lot_ of 

Dragonmaster, for helping me get through the game and giving me a more 
or less complete list of side quests.

Ellcrys, for giving the clearest directions for Chocobo Forest 4 of 
anybody I asked, and a place to find Adamantoises.

Mandoric, for helping me get through the game and telling me how to get 
the Ragnarok back on Disc 4.

Roric, for looking for some information I needed and providing tips for 
the Triple Triad section.

Seigfried, for telling me to put in the Punch Rush/Booya method of using 
Zell's Limit Break. I knew the trick, I just didn't put it in. =P

Sir Aronar, for verifying some information.

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