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Guardian Forces
Select a Guardian Force profile.
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Acquiring

Draw from the Ultima Weapon in the Underwater Reactor.
To acquire Eden, obtain Bahamut at Battleship Island, return to the Ragnarok and talk to your group. A save point will be available outside along with a large climbable tree. Take it down to the underwater facility.
Upon entering will be a save point and a draw point containing Dispel. To the left will be a large computer console. Your party will store 20 data "blocks" for moving throughout the facility. Use 4 to open the door to the next room.
There are two ways to move throughout the facility based on your party members:
(with Zell in party)
Go down and check the computers close to the stairs. Use 2 blocks each on the first two computers and 1 block each on the two afterward. You'll approach a much larger machine giving you a choice to use 4 blocks or have Zell repair it. Choose Zell to repair it to save your remaining blocks. You should have 10 left. Enter the left door that opens.
(without Zell in party)
Check the computer close to the stairs and use 2 blocks. The door will open, revealing another computer. Ignore it. Head to the computer on the left and use 4 blocks. The door with the signal 'O' will open. The glowing computer will add 7 blocks. Go back to the computer you previously ignored and choose the first option. Repeat it until you come to a large machine. Use 4 blocks on it to open the next area.
Through each area as you approach your destination you will encounter the same monsters. However, if you have 'No Encounter' equipped, you will fight every 8 steps. With 'Half Encounter' equipped, you will have to fight every 4 steps. If you have neither equipped, you must battle every 2 steps.
Equip someone with the Move-Find ability to reveal a hidden save point. Save prior to using the machine nearby. Make sure to Junction your party appropriately for an extremely tough battle against Ultima Weapon.
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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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1+
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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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N/A
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N/A
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N/A
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4786
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6314
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7850
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9334
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9999
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9999
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9999
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9999
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Atk Pwr
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None
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None
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None
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5425
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6300
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7175
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8050
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8925
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9500
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10675
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11550
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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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Spd-J
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Eva-J
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Junction magic to evasion.
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Hit-J
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Junction magic to accuracy.
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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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Mad Rush
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Allows the equipped character to use the Mad Rush command ability, casting berserk on one member.
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Darkside
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Allows the equipped character to use the Darkside command ability. Sacrifices 1/20th of the current HP and transfers it to strength.
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Devour
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Allows the equipped character to use the Devour command ability. Causes instant death or certain status disorders, but has a very low success rate.
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Luck+50%
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Increases the equipped characters luck by 50%.
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Expendx3-1
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Consumes one magic when three is used with Triple.
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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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SumMag+40%
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Increases GF attack power by 40%.
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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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GFHP+40%
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Increases GF total HP by 40%.
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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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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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