Friday, August 24, 2012

GF Ribbon Ability

Does not exist in Final Fantasy VIII, but instead must be obtained in Chocobo World on the Handheld Playstation, I guess. 
No matter.  With all the proper Junctioned Magic, a character can pretty much achieve the same results.  Or at least the player can program various combinations into the different characters to over come the problem statuses.
Now, to kill all the challenge in the Final Boss Battle with Ultimecia:
Fill everyone's magic completely, all seven pages.  Having some useless magic is okay, because Griever is capable of cleaning out an entire set of Magic at one blow.  The more magic, the more chance of him getting something worthless.
When setting up Command abilities, use Magic, Items, and Treatment, Recover.  No GF's except Eden and Diabolos, maybe Cerberus.  Just about anything else is a waste of valuable time.
Set up Irvine, Squall and Zell--if you are very, very good with keying in the Attacks--so they have 9999 hit points.  Keep the rest low so they can be eliminated.  Your key characters should have the top GFs for speed, status resistance, strength.
Irvine should have at least 50 Pulse, 50 AP and 50 Demo for ammo.  Sell off the rest, so they don't distract you when you go to select.  Demo is best for when Ultimecia junctions.  When using Pulse or AP, watch carefully for the damage:  when it goes to 0, it's time to switch to the junctioner or stop.
Squall is a very special case:  during the gameplay, only upgrade 3 or 4 times, making sure to get Lion Heart.  It's really the only one you need for the Final Battle.
Everyone should have their ultimate weapon.
If you've upgraded all your magic, you won't need Draw.  Keep items to a minimum:  MegaElixirs, Lifes, Aura, Ultima, and phoenix pinions or megaphoenix.  100 of each.
That's it.  Use Megaelixirs for everything--restore and status.  This means that as many people as possible should have the Items command.
All your magic should be upgraded.  Full-Lifes, Ultimas, Auras, Esunas. 
It is best to rely on Aura and Limit Breaks for two characters at all times.  One character is to be the healer and nothing more.  At the same time, your battlers must also use items to heal.  DO NOT allow characters' HP to stay low for even one turn.  The Limit Break is secondary to healing at all times.  Don't let a Miss bother you, just switch gears and try something else.
Follow this and the whole thing, Finale and all, should take about one hour. 
I was so surprised at how short the game and finales were, I intend to play again to see what I missed, especially with Triple Triad.


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