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الموضوع: الحل الكامل لFinal Fantasy VIIIبالإنجليزي...

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    Thumbs up الحل الكامل لFinal Fantasy VIIIبالإنجليزي...

    Final Fantasy VIII

    FAQ
    by Dragon Fogel(knearey@ualberta.ca)

    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 ٍf 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 £ou'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.
    وشكرا لكم...................................

  2. #2
    التسجيل
    05-01-2002
    المشاركات
    59
    مشكووووووووووووووووووووورررررررررررررررررررريييييييييييييييييييييييييييييييييييييييييييييييييييييييي نننننننننننننننننننننننننننننننننننننننن كثير على
    الموضوع رهيب

  3. #3
    التسجيل
    15-01-2002
    الدولة
    لبنان
    المشاركات
    83

    مرحبا........

    لا العفو........................

  4. #4
    التسجيل
    26-07-2001
    الدولة
    سوريا
    المشاركات
    4,819

    Cool مشكور..........

    مشكور و الله يعطيك ألف عافية

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