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Guardian Forces
Select a Guardian Force profile.
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Acquiring

During your visit to the Tomb of the Unknown King, you can acquire the Brothers GF by going into the maze beyond the student ID number. General Caraway will give you a map for assistance. This map, though stationary by view, is NOT stationary by direction. Follow steps 1 through 4 and walk in
the directions corresponding their arrows on the map.

1) Loop around to point 1 to encounter a tomb and battle Sacred. 2) Loop around to point 2 to reach the first crank. Turn the crank to open the water flow throughout the tomb. 3) Loop to point 3 and turn the second crank to channel the water to the center of the tomb. 4) Loop back around to the center of the tomb and cross the bridge to battle Brothers.

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Boss
| HP
| AP
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Sacred
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1420+
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20
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Draw
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Life, Berserk, Protect, Shell
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Battle Strategies
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Scared naturally heals himself with the Regen spell. This can be easily stopped by summoning Siren or using Silence. Draw Protect and cast on vital party members for extra protection. Use GF's and physical attacks to dispatch him. Junctioning wind-based spells to elemental attack will increase damage.
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Win Items
| Mug Items
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G-Hi-Potion
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None
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Boss
| HP
| AP
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Minotaur
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3300+
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20
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Draw
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Life, Berserk, Protect, Shell
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Battle Strategies
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Though smaller of the two, Minotaur is considerably stronger. Stop his Regen process just like Sacred with Silence magic or Siren. Concentrate wind damage and physical attacks to stop this beast, then focus on the little brother.
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Win Items
| Mug Items
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Sacred Card
G-Returner
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None
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V I T A L S T A T I S T I C S
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Level
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7+
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10+
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20+
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30+
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40+
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50+
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60+
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70+
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80+
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90+
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100
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MaxHP
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570
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824
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1406
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1996
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2594
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3200
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3814
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4436
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5066
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5704
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6350
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Atk Pwr
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529
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632
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977
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1322
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1667
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2012
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2357
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2702
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3047
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3392
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3737
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G U A R D I A N F O R C E A B I L I T I E S
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HP-J
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Str-J
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Junction magic to strength.
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Spr-J
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Junction magic to spirit.
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Elem-Atk-J
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Junction magic to elemental attack.
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Elem-Def-J
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Junction magic to elemental defense.
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Magic
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Allows the equipped character the ability to use stocked magic.
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GF
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Allows the equipped character to summon a Guardian Force.
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Draw
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Allows the equipped character to draw magic from an enemy.
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Item
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Allows the equipped character to use an item.
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Defend
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Allows the equipped character to use Defend ability during battle, constantly defending party members and reducing their damage from physical attacks.
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HP+20%
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Increases the equipped characters HP by 20%.
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HP+40%
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Increases the equipped characters HP by 40%.
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HP+80%
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Increases the equipped characters HP by 80%.
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HP Bonus
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Increases the equipped characters HP statistic by 1 each level up.
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Cover
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Equipped character protects other allies by taking the half the damage inflicted on them.
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SumMag+10%
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Increases GF attack power by 10%.
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SumMag+20%
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Increases GF attack power by 20%.
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SumMag+30%
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Increases GF attack power by 30%.
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GFHP+10%
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Increases GF total HP by 10%.
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GFHP+20%
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Increases GF total HP by 20%.
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GFHP+30%
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Increases GF total HP by 30%.
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Boost
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Increases damage infliction caused by the GF. Press select to enable the Boost function ability. Continue to press the square button to fade in the targetting red cross and increase attack power. Starting power is 75 and can be increased to a maximum of 250.
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G U A R D I A N F O R C E C A R D
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Sacred
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5
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9
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1
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9
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Element
| CCI
| Amt
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Earth
| Dino Bone
| 100
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Defeat a Sacred in Defeat Sacred in the Tomb of the Unknown King.
in battle.
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Minotaur
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9
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9
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5
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2
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Element
| CCI
| Amt
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Earth
| Adamantine
| 10
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Defeat a Minotaur in Defeat Mintoaur in the Tomb of the Unknown King.
in battle.
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A B I L I T Y P R O P E R T I E S
Guardian Force abilities in Final
Fantasy VIII are either
innate or command
activated, depending on the type
of ability. There are four
ability categories: junction,
command, GF, and character
abilities. Guardian forces learn
abilities by acquiring AP
from enemies defeated in battle.
Certain abilities can grow
to become new abilities once
their AP requirements have been
met.

Junction
| Junctions magic to a
statistic, such as
strength or speed.
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Command
| Ability is an action
command, available
during battle.
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Character
| Ability is equipped
to the character's
statistic.
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GF
| Ability is equipped
to the GF's
statistic.
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Ability
| Ability is a menu
command, available from
the game menu.
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Party
| Ability is equipped
to the entire party.
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Junction*
| AP*
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Ability that can be
junctioned to the
Guardian force.
| AP requirement to
learn the ability.
Abilities indicated as
Complete are already
learned and available
for use when obtaining
the GF.
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* field can be sorted in
ascending or descending
order.
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G U A R D I A N F O R C E P R O P E R T I E S
Select a Final Fantasy VIII
Guardian Force from the GF
selection menu for a complete and
comprehensive profile, including
GF bio, ability list, vital
by-level statistics, and
acquiring properties.
Non-junctional Guardian Forces
include innate ability and
acquiring properties.

GF Profile
| Ability List*
| Acquring Properties
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General information
about the GF, including
attack name,
elemental/status
properties, and vital
statistics.
| GF Ability list
featuring all available
supported abilities,
their AP requirements,
and descriptions.
| Detailed method of
acquring the GF,
including boss/GF battle
strategy guides for
where a battle is
required.
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* information fields can be
sorted in ascending or descending
order.
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V I T A L S T A T I S T I C P R O P E R T I E S
Vital statistics of a GF aren't
much different from that of a
character. As
experience and AP
is collected from battles,
Guardian Forces also gain
strength and
HP.

Level
| MaxHP
| Atk Pwr
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Experience level of
the Guardian Force.
Certain GF's start at a
level beyond 1 when
acquired. Values defined
at N/A or None indicate
the GF isn't available
at this level.
| Maximum HP of the GF
at its corresponding
level.
| The effectiveness of
the Guardian Force's
attack. This value is
independent and does not
effect the character
which has the GF
equipped in any way.
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C A R D P R O P E R T I E S
Cards can be acquired typically
by defeating enemies, mugging
them, completeing subquests, and
battling characters to a
game of Triple Triad
throughout the entire world.
Rules vary, based on where
you've played and what your
opponent may desire to
play under.

Card
| Name*
| Top*
| Lft*
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Image of what the
card looks like.
| Name of the card.
| Top numerical value
of the card. If this
value is greater than
the bottom of a card
above, this card is
stronger.
| Left numerical value
of the card. If this
value is greater than
the right of a card to
the left, this card is
stronger.
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Rgt*
| Btm*
| Element
| CCI
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Right numerical value
of the card. If this
value is greater than
the left of a card to
the right, this card is
stronger.
| Bottom numerical
value of the card. If
this value is greater
than the top of a card
below, this card is
stronger.
| Elemental value of
the card. When battling
another card, elemental
variants can either
improve or hinder the
overall strength during
battle.
| What the card can be
turned into using the
Card Mod refinement
ability from Quezacotl.
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Amt
| Acquire
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The amount of
resulting CCI items that
can be refined from a
single card. Values
shown with an equal sign
(for example 10=1)
indicates it takes 10
cards to refine to 1 CCI
item.
| Method of obtaining
the card via battle,
card battle, or side
quest.
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* information fields can be
sorted in ascending or descending
order.
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