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FAQ/Walkthrough by Dragon Fogel
Version: 1.0 | Updated: 04/26/00
Final Fantasy VIII FAQ by Dragon Fogel(email@example.com) v 1.0 The most recent version of this FAQ can be found at: http://members.xoom.com/rpgfrontier/fogel/ff8.txt Other places this FAQ can be found: GameFAQs - http://www.gamefaqs.com Contents: 1. Revision History 2. Triple Triad Guide 3. Walkthrough -Trial By Fire -Final Exam -Talk About Your Long Days... -Forest Owls -Escape -Obligatory Fetch Quest -The Sorceress -It's Laguna Again... -KABOOM! -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 -Diablos -Dollet revisited -Brothers -Winhill -Shumi Village -Chocobo Forests -Centra Ruins -Doomtrain -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 ***REVISION HISTORY*** Version 1.0 4/23/00 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 appreciated. -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. ***INTRODUCTION*** 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. ***TRIPLE TRIAD GUIDE*** -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 it. 3 8 5 (6+1) 5 4 2 + 3 2 A 7 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. ***WALKTHROUGH*** 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 | TRIAL BY FIRE | (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... ----BOSS BATTLE---- 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. | FINAL EXAM | (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... ***** -Dollet 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... ----BOSS BATTLE---- Anacondaur 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. ----BOSS BATTLE---- Biggs 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... Elvoret 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... ----BOSS BATTLE---- X-ATM092 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. | TALK ABOUT YOUR LONG DAYS... | (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 enough... 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. ----BOSS BATTLE---- Granaldo Flying Monster Raldo*3 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. | FOREST OWLS | (Yes, I believe I've already told you about my amazingly creative titles.) -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 automatically. 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. ***** -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 enough. 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. ----BOSS BATTLE---- 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... Gerogero 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 train. 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. -Timber 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 it. 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. (Finally...) 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 Remedy. 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 rank. | ESCAPE | (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. | OBLIGATORY FETCH QUEST | (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 direction. -Talk 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 car. 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. | THE SORCERESS | (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 way. 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... ----BOSS BATTLE---- 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 again. 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... ----BOSS BATTLE---- Seifer 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. ----BOSS BATTLE---- Edea 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... -END OF DISC ONE- ***** -Disc Two | IT'S LAGUNA AGAIN... | (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. ----BOSS BATTLE---- Biggs Wedge 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 Elixirs. ------------------- 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 Irvine. 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. ----BOSS BATTLE---- GIM52A*2 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 all. ------------------- 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. | KABOOM! | (...I don't need to give a sarcastic comment here.) -Desert 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 nearby. 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. ----BOSS BATTLE---- 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... ----BOSS BATTLE---- 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 G-Soldier*2 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 Remedy. 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 Point. 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... ----BOSS BATTLE---- Oilboyle*2 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. | FISHERMAN'S HORIZON | (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. ----BOSS BATTLE---- NORG Pod 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. 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... ----BOSS BATTLE---- 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 displeasure. 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 Irvine. 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. | CHECKING UP ON THINGS | (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. **** -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. ----BOSS BATTLE---- Raijin 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 battle. ------------------- 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. ----BOSS BATTLE---- Fujin Absorbs Wind Weak against Poison Raijin 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... | WARRING GARDENS | (...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... ----BOSS BATTLE---- Paratrooper*4 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 inside... -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... ----BOSS BATTLE---- Cerberus 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. ----BOSS BATTLE---- Seifer 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.. ----BOSS BATTLE---- Seifer 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. Edea 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 | SETTING UP THE REST OF THE PLOT | (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 distance... 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. ----BOSS BATTLE---- 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 distance... 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 easy. 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. | ESTHAR HO! | (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 cliff. 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 you... ----BOSS BATTLE---- Abadon 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 winning. ------------------- 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. -Esthar 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 launch. 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. | OUT OF THIS WORLD! | (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?), Holy 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 Ultima. 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 spaceship... *** -Ragnarok 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. ----BOSS BATTLE---- Propagator 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! | DOWN 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 Memorial... 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. *** -Esthar 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. ----BOSS BATTLE---- Fujin Absorbs Wind Weak against Poison Raijin 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. ----BOSS BATTLE---- 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. ----BOSS BATTLE---- Seifer 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 | THE TIME IS NIGH | (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... ----BOSS BATTLE---- Adel 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... ----BOSS BATTLE---- "Sorceress" 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. | KURSE ALL SEEDS! | (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. ----BOSS BATTLE---- Sphinxaur 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... Sphinaxara 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... ----BOSS BATTLE---- Tri-Point 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... ----BOSS BATTLE---- Krysta 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. SOLUTION: 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, Viator. END SOLUTION Once you've solved the puzzle, black-green smoke will appear. Back in the actual room, there's a new boss to fight... ----BOSS BATTLE---- Trauma Droma 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... ----BOSS BATTLE---- 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... ----BOSS BATTLE---- Vysage Lefty Righty These are just ordinary enemies; you shouldn't have any problems. However, once you defeat them, a stronger monster appears... Gargantua 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. ----BOSS BATTLE---- Catoblepas 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 AP. ------------------- 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... ----BOSS BATTLE---- Tiamat 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... ----BOSS BATTLE---- 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"... Griever 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... Ultimecia Helix 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... Ultimecia Ultimecia 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 sequence. ------------------- -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! ***SIDE QUESTS*** -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. CARD NOTES 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 Wars. 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 Stones. 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 Curtains. 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 Codes. Odin Defeat Odin in the Centra Ruins. Refines into 100 Dead Spirits. 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 Lightweights. 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 Rings. 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 Wrists. 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 Armlets. Edea Win it from Edea at her house. Refines into 3 Royal Crowns. 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* -Diablos 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 way. ----BOSS BATTLE---- Diablos 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 information. 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. **** -Brothers 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. ----BOSS BATTLE---- Sacred 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. ----BOSS BATTLE---- Sacred Weak against Wind, Water Immune to Earth Minotaur 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. **** -Winhill 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 it. 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... ----BOSS BATTLE---- Odin 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. ----BOSS BATTLE---- 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. **** -Doomtrain 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 fighting) 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. ----BOSS BATTLE---- 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... ----BOSS BATTLE---- UFO? 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. ----BOSS BATTLE---- PuPu 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 island. 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: STSLRM URHAEO REAIDR EASNPD 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: TRETIMEASUREATMINOFFDEISLE 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. ----BOSS BATTLE---- 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 Mag-RF 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 spells) 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... ----BOSS BATTLE---- 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 order: 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 card. 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 them: OLD CARD NEW CARD 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 Garden 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... ----BOSS BATTLE---- 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. ***SEED WRITTEN TEST ANSWERS*** 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 ***CHARACTER INFO*** NOTE: This section contains possible spoilers as to who joins your party. Be forewarned. Main characters: Squall 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 Weapons: NAME POWER HIT% COST ITEMS Revolver +0 255% 75 M-Stone Piece*6 Screw*2 Shear Trigger +5 255% 150 Steel Pipe*1 Screw*4 Cutting Trigger +12 255% 300 Mesmerize Blade*1 Screw*8 Flame Saber +15 255% 450 Betrayal Sword*1 Turtle Shell*1 Screw*4 Twin Lance +18 255% 600 Dino Bone*1 Red Fang*2 Screw*12 Punishment +21 255% 750 Chef's Knife*1 Star Fragment*2 Turtle Shell*1 Screw*8 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. -------------------------------------------------- Quistis 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. Weapons: 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 -------------------------------------------------- Zell 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 magazines. 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 Weapons: 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 -------------------------------------------------- Selphie 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. Weapons: 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 -------------------------------------------------- Rinoa 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. Weapons: 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 Screw*8 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 -------------------------------------------------- Irvine 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 Weapons: NAME POWER HIT% COST ITEMS Valiant +0 +0 75 Steel Pipe*1 Screw*4 Ulysses +3 +3 150 Steel Pipe*1 Bomb Fragment*1 Screw*2 Bismarck +8 +5 300 Steel Pipe*2 Dynamo Stone*4 Screw*8 Exeter +13 +10 600 Dino Bone*2 Moon Stone*1 Star Fragment*2 Screw*18 -------------------------------------------------- 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. Seifer Limit Break: Fire Cross No Mercy - Hits all enemies Weapon: Hyperion Laguna Limit Break: Limit Desperado - Hits all enemies Weapon: Machine Gun Ward Limit Break: Limit Massive Anchor - Hits all enemies Weapon: Harpoon Kiros Limit Break: Limit Blood Pain - Repeatedly hits one enemy Weapon: Katal Edea Limit Break: Sorcery Ice Strike - Hits one enemy Weapon: None ***MAGIC LIST*** "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. SPELL NAME ABILITY EFFECT 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. ***JUNCTION LIST*** "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 Junctioned. 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: SPELL NAME ATK-J EFFECT DEF-J EFFECT 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: SPELL NAME ATK-J EFFECT DEF-J EFFECT 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 Mag+40% 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. Quetzacoatal 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: HP-J Vit-J Elem-Def-J Elem-Def*2 Card Card Mod Mag+20% Elem-Atk-J Mag+40% SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% Boost T Mag-RF Mid Mag-RF Shiva 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% Doom(10) Spr+20% Spr+40% SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% Boost I Mag-RF Ifrit 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: HP-J 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% Boost F Mag-RF Ammo-RF Siren 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 Silence. Boosting time: Low Starting level: 3 Starting abilities: Mag-J, ST-Atk-J, ST Def-J, Magic, GF, Draw, Item Natural abilities: ST-Def-J*2 Treatment(10) Mag+20% Mag+40% Mag Bonus Move-Find SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% Boost L Mag-RF ST Med-RF Tool-RF Brothers 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 Defend HP+40% HP+80% HP Bonus Cover SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% GFHP+30% Boost Diablos 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% Hit-J Darkside Mag+20% Mag+40% Mug Enc-Half Enc-None GFHP+10% GFHP+20% GFHP+30% Time Mag-RF ST Mag-RF Carbuncle 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 Leviathan 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 Recover Spr+20% Spr+40% Spr Bonus Auto-Potion SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% GFHP+30% Boost Supt Mag-RF GFRecov Med-RF Pandemona 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% Elem-Def*2 Absorb Str+20% Str+40% Initiative SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% GFHP+30% Boost Cerberus 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 Expend*2-1(30) Alert GFHP+10% GFHP+20% GFHP+30% Alexander 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: Elem-Atk-J Elem-Def*4 Revive Spr+20% Spr+40% Med Data Med LV Up SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% GFHP+30% Boost High Mag-RF Doomtrain 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 enemies. Boosting time: High Starting level: 28 Starting abilities: Elem-Atk-J, ST-Atk-J, Magic, GF, Draw, Item, Junk Shop Natural abilities: Elem-Def*4 ST-Def-J*4 Darkside Absorb Auto-Shell SumMag+10% SumMag+20% SumMag+30% SumMag+40% GFHP+10% GFHP+20% GFHP+30% GFHP+40% Boost Forbid Med-RF Bahamut 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: Mug Move-HP Up Auto-Protect Expend*2-1 Rare Item SumMag+10% SumMag+20% SumMag+30% SumMag+40% GFHP+10% GFHP+20% GFHP+30% GFHP+40% Boost Cactaur 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% Defend Kamikaze Initiative Move-HP Up Auto-Potion GFHP+10% GFHP+20% GFHP+30% Tonberry 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 enemy. Boosting time: Low Starting level: 30 Starting abilities: Magic, GF, Draw, Item, LV Down, LV Up, Eva+30%, Luck+50% Natural abilities: Initiative Move-HP Up Auto-Potion SumMag+10% SumMag+20% SumMag+30% GFHP+10% GFHP+20% GFHP+30% Boost Haggle Sell-High Familiar Call Shop Eden 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 Darkside Devour Luck+50% Expend*3-1 SumMag+10% SumMag+20% SumMag+30% SumMag+40% GFHP+10% GFHP+20% GFHP+30% GFHP+40% Boost 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. Odin 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. Phoenix 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 allies. Gilgamesh 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 ***ABILITY LIST*** 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) ABILITY NAME EFFECT 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) ABILITY NAME EFFECT 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) ABILITY NAME EFFECT 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) ABILITY NAME EFFECT 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) ABILITY NAME EFFECT 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 ***LEARNING CHARTS*** 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: ABILITY NAME LEARNED BY AP ITEM 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: ABILITY NAME LEARNED BY AP ITEM 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: ABILITY NAME LEARNED BY AP ITEM 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: ABILITY NAME LEARNED BY AP ITEM 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: ABILITY NAME LEARNED BY AP ITEM 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: ABILITY NAME LEARNED BY AP ITEM 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 ***CARD LIST*** 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 ***SHOP/REFINEMENT LIST*** -Shops 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: ITEM NAME PRICE 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: ITEM NAME PRICE 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: ITEM NAME PRICE 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: ITEM NAME PRICE (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!!!: ITEM NAME PRICE 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: ITEM NAME PRICE 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 -Refinement 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. Ammo-RF: ITEM NAME # RESULT 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: ITEM NAME # RESULT 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: ITEM NAME # RESULT 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: ITEM NAME # RESULT 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: SPELL NAME # RESULT 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: ITEM NAME # RESULT 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: ITEM NAME # RESULT 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: SPELL NAME # RESULT 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: ITEM NAME # RESULT 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: ITEM NAME # RESULT 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 Tool-RF: ITEM NAME # RESULT 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. ***ITEM LIST*** Compiled by Matt Hobbs. (Note: Selling prices of the items will be added at some point in the future.) [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: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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] Ammo: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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 Magazines: ITEM NAME EFFECT 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: ITEM NAME EFFECT 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 ***MONSTER LIST*** -Section under construction- Notes: 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 Ifrit Biggs Wedge Elvoret X-ATM092 Granaldo Raldo Fake President Gerogero Sacred Minotaur Iguion Seifer Edea Biggs(2) Wedge(2) Base Leader Base Soldier BGH251F2(2) Oilboyle NORG Pod Left Orb Right Orb NORG BGH251F2 Odin Tonberry King Raijin Fujin Cerberus Seifer(2) Seifer(3) Edea(2) Abadon Propagator Jumbo Cactaur UFO(?) PuPu Bahamut Ultima Weapon Fujin(2) Raijin(2) Mobile Type 8 Left Probe Right Probe Seifer(4) Adel Rinoa "Sorceress" "Sorceress"(2) "Sorceress"(3) Sphinxaur Sphinxara Tri-Point Krysta Trauma Red Giant Gargantua Catoblepas Tiamat Omega Weapon Ultimecia Griever Ultimecia(2) Helix Ultimecia(3) Ultimecia(4) ***DISCLAIMER*** 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. ***CREDITS*** 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 time. 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.