============================
T a b l e   o f   C o n t e n t s
=================================

I.    Cast
II.   Basic System
III.  Menu Tutorial
IV.   Battle Tutorial
V.    Card Battle
VI.   SeeD Ranking
VII.  Full Walkthrough

      -Disc One-
      1. SeeD
      2. Assassination

      -Disc Two-
      3. Edea the Sorceress

      -Disc Three-
      4. Esthar
      5. Lovers

      -Disc Four-
      6. Time Compression

VIII. Appendix

      a. G.F Locations
      b. Magazine Locations
      c. Blue Magic Lists
      d. Weapon Remodeling Lists
      e. Rare Card Locations
      f. Shopping Lists
      g. EXP and AP Havens

IX.   Credits

Unless otherwise stated, names in the Japanese version are bracketed.
Also, the contents for chapters 1 to 6 in the Walkthrough section are
only displayed after a new chapter is introduced.


========================================================================
I. C A S T
========================================================================

[Introduction]
A graduate from the world famous military school, Garden, Squall meets
a mysterious young girl at a campus party. Her carefree nature gradually
influences Squall, a cold-hearted young man who rejects the presence of
others. In a sudden twist of fate, the nation of Galbadia declares war
on the entire world... standing by the Galbadian President as he makes
his speech is a sorceress, a symbol long forgotten from the memories of
the people...


[Characters]
Final Fantasy VIII offers a wide cast of characters who play various
roles in this epic saga. Appearing in no particular order:

Squall Leonhart
Age: 17
Sex: Male
Height: 177 cm (5'8")
Blood type: AB
Birthdate: August 23rd
Weapon: Gunblade

The main character of ff 8, Squall is a short-spoken and emotionless
young man. A student of Balamb Garden, he's an introvert with little
concern for his comrades; few can actually claim to understand him. A
cold and mysterious guy.

Limit Break: Renzokuken
Squall launches into an array of slashes, and sometimes finishes off
his 'Renzokuken' with a spectacular blow, which varies accordingly to
the type of Gunblade he's carrying.

During his Limit Break sequence, a Special gauge will appear; hit R1
when the moving yellow beacon enters the 2nd to left bracket for double
damage. His finishing blow appears at RANDOM, so don't worry too much
about it. Squall acquires up to 4 finishing blows in the entire game.
Literally translated, Renzokuken means Sequential Blade.

-SPECIAL------------------------------------------------
|       | Press  |                      # Moving #     |
|       | 'R1'   |                <---  # yellow #     |
|       | here   |                      # beacon #     |
--------------------------------------------------------

You can choose to set this feature on 'Auto' in Squall's status screen.



Rough Divide: Squall charges at a single enemy and performs an
               upward slice.
Available to: All Gunblades.

Fated Circle: Squall releases an energy wave while in mid-air with
               his Gunblade, which targets all enemies.
Available to: Shear Trigger Gunblade upwards.

Blasting Zone: Squall's Gunblade forms a gigantic beam pillar that
               smashes all opponents.
Available to: Flame Saber Gunblade upwards.

   Lion Heart: Squall slashes a single target 18 times, doing heavy
               damage with each cut. The Lion Heart move was termed
               'End of Heart' in the Japanese version.
Available to: Lionheart Gunblade.

As you upgrade his Gunblade, more finishing moves are opened up.
Lion Heart's probably the strongest attack in the entire game. Refer
to the Appendix section for a list detailing weapon remodeling.


Rinoa Heartilly
Age: 17
Sex: Female
Height: 163 cm (5'4")
Blood type: Unknown
Birthdate: March 3rd
Weapon: Blaster Edge

Final Fantasy 8's female lead, Rinoa, is both angelic and bubbly. She
loves to speak her mind, and has the habit of acting on impulse. Rinoa
and Squall met during one of SeeD's inauguration parties.

Limit Breaks: Combine / Angel Wing (Varly)
Rinoa summons Angelo, her pet dog. She's capable of dealing out
several unique attacks. Angelo learns new tricks when Rinoa reads 'Pet
Pals'. The respective skill then appears in Rinoa's 'Specials' window.

Learning a new skill is done by highlighting it with the arrow; the
more steps Rinoa takes, the more the bar fills up. A trick is
considered to be learnt when the bar is fully filled, and a ring will
sound to indicate this. For a complete listing of Pet Pals locations,
refer to the Appendix section.



Angelo Rush: Random counter-attack, Angelo charges at a single foe.
             (Learnt Trick)
Angelo Recover: Randomly restores HP to a weakened party member.
                (Learnt in Pet Pals Vol. 2)
Angelo Reverse: Randomly restores a KO'ed party member.
                (Learnt in Pet Pals Vol. 4)
Angelo Search: Randomly finds items on the battlefield.
               (Learnt in Pet Pals Vol. 5)
Angelo Cannon: Resultant explosion hits all enemies.
               (Learnt Trick)
Angelo Strike: Sends a single target crashing onto the ground.
               (Learnt in Pet Pals Vol. 1)
Invincible Moon: Puts entire party in Invincible status.
                 (Learnt in Pet Pals Vol. 3)
Wishing Star: Shooting stars devastate all foes several times.
              (Learnt in Pet Pals Vol. 6)

Angel Wing will only become available in Disc Three; in this mode Rinoa
is controlled by the computer and can only cast random spells, all of
which hit for maximum results.


Seifer Almasy
Age: 18
Sex: Male
Height: 188 cm (6'2")
Blood type: O
Birthdate: December 22nd
Weapon: Gunblade

Seifer is gifted with natural fighting abilities, but his eagerness for
victory and impatience makes him one of Balamb Garden's problematic
students. He is aware of Squall's capability, and views him fiercely as
a rival.

Limit Break: Fire Cross (Shimatsusuken)
Seifer casts a spell on the enemy, then gathers energy upon his Gun
-blade before unleashing multiple energy arcs which home in on their
targets, leaving spectacular green trails behind them.


Zell Dincht
Age: 17
Sex: Male
Height: 168 cm (5'5")
Blood type: B
Birthdate: March 17th
Weapon: Gloves

Young and brash Zell aspires to be just like his grandfather, a famous
military figure. His ambitions made him enter Balamb Garden at the age
of 13. Zell doesn't give in without a fight, however his actions make
him appear somewhat immature and rash.

Limit Break: Duel
Zell displays his hand-to-hand prowess with a dazzling combo of skills.
All of them are performed SF-style under a timer. Zell gains new skills
via collecting issues of 'Combat King'. He may also learn some of his
special moves when he reaches higher levels.

When the window appears, enter the commands quickly in the given time
period and a new window should appear. Trigger any one of the moves
within, and keep at it until you see his finishing move command flashing
in the window. Perform that to end a successful 'Duel'. This feature
can be set on 'Auto' in Zell's status screen.



Rush Punch: O , X  (Learnt)
Booya: Right , Left  (Learnt)
Heel Drop: Up , Down  (Learnt)
Mach Kick: Left , Left , O  (Learnt)
Dolphin Blow: L1 , R1 , L1 , R1  (CK 001)
Meteor Strike: Down , O , Up , O  (CK 002)
%Burning Rave: Down , Down , Down , Down , O  (Learnt)
%Meteor Barret: Up , X , Down , T , O  (CK 003)
%Different Beat: T , S , X , O , Up  (CK 004)
%My Final Heaven: Up , Right , Down , Left , T  (CK 005)

'%' denotes finishing moves. Regardless of the amount of time left,
once such a move is performed, Zell is forced to end 'Duel' pre
-maturely. Try to fit in a few more normal moves before that if you
can. For a complete listing of Combat King locations, refer to the
Appendix section.



%Burning Rave: Rush Punch, Mach Kick, Rush Punch, Heel Drop OR Meteor
               Strike, Burning Rave
%Burning Rave: Booya, Heel Drop, Meteor Strike, Booya, Burning Rave

%Meteor Barret: Rush Punch, Dolphin Blow, Meteor Barret
%Meteor Barret: Booya, Meteor Strike, Dolphin Blow, Rush Punch, Mach
                Kick, Meteor Barret
%Meteor Barret: Booya, Heel Drop, Mach Kick, Heel Drop, Booya, Rush
                Punch, Mach Kick, Meteor Barret

%Different Beat: Rush Punch, Booya, Meteor Strike, Booya, Different
                 Beat
%Different Beat: Booya, Heel Drop, Mach Kick, Heel Drop, Booya,
                 Different Beat

%My Final Heaven: Rush Punch, Booya, Heel Drop, Meteor Strike, My
                  Final Heaven
%My Final Heaven: Booya, Heel Drop, Mach Kick, Rush Punch, My Final
                  Heaven


Quistis Trepe
Age: 18
Sex: Female
Height: 172 cm (5'6")
Blood type: A
Birthdate: October 4th
Weapon: Chain Whip

Orphaned at the age of 5, Quistis joined Garden at 10 and officially
became a member of SeeD when she reached 15. She's a good mentor
towards Squall. Quistis is one who's not used to setbacks, and demands
only the best from herself.

Limit Break: Blue Magic (Enemy Skills)
Quistis draws from her massive collection of enemy skills to unleash
upon her opponents. Unlike the rest, Quistis learns new skills via
special items dropped by (or stolen from) her defeated opponents.
Use these items on Quistis in your inventory screen.



Laser Eye: A laser beam hits a single target.
Ultra Waves: Sonic waves affect all targets, causing damage and Berserk
             conditions.
Electrocute: A lightning bolt fries all targets.
LV?Death: Randomly kills foes bearing a certain level.
Degenerator: Wipes out a single target.
Aqua Breath: Gigantic water bubbles drown all targets.
Micro Missile: Cuts a single enemy's HP to half.
Acid: Causes all types of status maladies to a single opponent.
Gatling Gun: Fires multiple rounds at a single target.
Fire Breath: Engulfs all foes in a fire flood.
Bad Breath: Causes all types of status maladies to all opponents.
White Wind: Restores HP to all members. Magnitude is determined by
            caster's present HP.
Homing Laser: A powerful laser beam hits a single target.
Mighty Guard: Endows all members with Protect, Shell, Haste, Regen
              and Float.
Ray-Bomb: Resultant explosion smashes all enemies.
Shockwave Pulsar: The strongest Blue Magic, causes devastating damage
                  to all foes.

For a complete listing of all Blue Magic locations, refer to the
Appendix section.


Irvine Kinneas
Age: 17
Sex: Male
Height: 185 cm (6'0")
Blood type: A
Birthdate: November 24th
Weapon: Shot Gun

Irvine is full of confidence of himself and his shooting skills are
matched by none. He hails from Galbadia Garden, and calls himself
'Garden's Elite Sharpshooter'. Easy-going and humourous, Irvine's
also a big flirt.

Limit Break: Shot
Irvine selects from his collection of special ammo and unleashes it
upon his opponents. Hit R1 repeatedly to fire his gun. Bullets are
purchased from stores, obtained from enemies or received via 'Ammo
Refinement' and 'Card Mod.' menu abilities. Each type of ammunition
has its own unique element.



Normal Ammo: Standard damage to single target.
             (1 Screw = 8 Normal Ammo)
Shotgun Ammo: Standard damage to all targets.
Fast Ammo: Low damage to all targets. Extremely quick firing rate.
           (1 Normal Ammo or Shotgun Ammo = 1 or 2 Fast Ammo
            respectively)
Fire Ammo: Moderate to high fire-typed damage to all targets.
           (1 Fuel, 1 Bomb Fragment or 1 Red Fang = 10, 20 or 40
            Fire Ammo respectively)
Dark Ammo: Standard status-changing damage to single target.
           (1 Poison Powder or 1 Venom Fang = 10 or 20 Dark Ammo
            respectively)
Demolition Ammo: Heavy damage to single target. Slow firing rate.
                 (1 Missile, 1 Running Fire or 1 Cactus Thorn = 20,
                  40 or 40 Demolition Ammo respectively)
AP Ammo: Heavy damage to single target. Average firing rate.
         (1 Sharp Spike or 1 Chef's Knife = 10 or 20 AP Ammo
          respectively)
Pulse Ammo: Maximum damage to single target. Average firing rate.
            (1 Laser Cannon, 1 Energy Crystal or 1 Power Generator
             = 5, 10 or 20 Pulse Ammo respectively)

When the blue bar in the bottom right corner depletes, 'Shot' ends.
You can also end it prematurely by pressing the cancel button. This
helps when the enemy's already dead, which is indicated when your
shots start doing zero damage.


Selphie Tilmitt
Age: 17
Sex: Female
Height: 157 cm (5'2")
Blood type: B
Birthdate: July 16th
Weapon: Nunchaku

A student of Trabia Garden, Selphie is known to be responsible yet
naive in her thinking. She's playful and child-like, but overall
Selphie's comfortable to be with.

Limit Break: Slot
Selphie casts a random spell from her slot machine. When this window
appears, the 1st option, 'Do Over' lets you scroll through the spells
randomly; the 2nd, 'Cast' makes Selphie cast it, often with doubled
or tripled results. Remember that time runs while you're selecting
spells, so be quick.



Full-Cure: Completely restores all members' HPs.
Wall: Endows party members with Protect and Shell.
Rapture: Takes the target away from battle. Useless against bosses
         and flying monsters.
The End: Eliminates practically any enemy (including bosses!). Useless
         against undeads and the final boss. 'The End' appears very
         rarely.

Your chances of using a rare spell increases when Selphie's HP is low,
and when she has a high Luck rating.


Fujin
Age: 17
Sex: Female
Height: Unknown
Blood type: Unknown
Birthdate: Unknown
Weapon: Pin Wheel

Tomboyish, emotionless and quiet, Fujin exhibits a tough demeanour
equaling that of any man. She also has a habit of speaking entirely
in short, curt sentences.


Raijin
Age: 18
Sex: Male
Height: Unknown
Blood type: Unknown
Birthdate: Unknown
Weapon: Staff

Loud-spoken, rash and unrefined, Raijin is the exact opposite of his
sister. Both of them work under Seifer in Balamb Garden in the
Disciplinary Committee.


Laguna Loire
Age: 27
Sex: Male
Height: 181 cm (5'9")
Blood type: B
Birthdate: March 1st
Weapon: Machine Gun

A man with a strong sense of justice, Laguna believes in protecting
the weak. Formerly a soldier, he's now a journalist with Timber Maniacs,
having decided to trade in his sword for a pen. Optimistic and cheerful,
Laguna is very much a people's person.

Limit Break: Desperado
Laguna hurls a grenade at the enemy, leaps and latches onto a rope
while opening continuous fire with his Machine Gun, and ends his Limit
Break with the detonation of the grenade, throwing the enemy sky-high.
Causes damage to all targets.


Ward Zabac
Sex: Male
Age: 25
Height: 217 cm (7'0")
Blood type: A
Birthdate: February 25th
Weapon: Harpoon

Tough-talking and ominous, Ward sports a scar (which seems to be all
the rage nowadays in ff 8) and a big, mean harpoon. Not someone you'll
want to agitate. He's pretty at ease with his pals, Laguna and Kiros
though.

Limit Break: Massive Anchor
Ward hurls his harpoon into the air, leaps up to retrieve it, then
pierces the enemies with a downward thrust, causing a massive explosion.
Affects all enemies.


Kiros Seagill
Age: 23
Sex: Male
Height: 191 cm (6'3")
Blood type: O
Birthdate: July 6th
Weapon: Katals

Looking much more refined than his fellow counterpart Ward, Kiros
formerly served in the Galbadian army, with katals as his weapon. Both
Ward and him have a very good working relationship with Laguna.

Limit Break: Blood Pain
Kiros goes into a slashing frenzy with his katals, approximately
cutting the enemy 7 to 8 times. Critical hits appear at random. Single
target.


Edea
Age: Unknown
Sex: Female
Height: Unknown
Blood type: Unknown
Birthdate: Unknown
Weapon: Sorcery

Not much is known about her, but supposedly she's a sorceress bent on
creating trouble. Edea is said to be the mastermind behind Galbadia's
world domination plans, and has shocked the world with her return...
sorceresses were thought to be extinct previously.


Cid Kramer
Age: Unknown
Sex: Male
Height: Unknown
Blood type: Unknown
Birthdate: Unknown

This lovable character once again makes an appearance, this time as
the headmaster of Balamb Garden! He's well-liked by students for his
kindly nature and friendly student policies. Cid tends to be a little
long-winded this time round, and contrary to previous Cids, he has
trouble dealing with mechanics initially.


========================================================================
II. B A S I C   S Y S T E M
========================================================================

[Controller Operations]
Under the default settings in the U.S. version, the controls are as
follows:


All of the pre-rendered areas in ff 8 are considered field screens.

D-pad/Left Analog-Stick: Moves the party around and highlights choices
Start: Brings up the bar that toggles the rumble feature on/off and
       pauses the game
X: Opens up conversations, picks up items, activate switches, examine
   ladders (press Up or Down on the d-pad to climb), confirms choices
Triangle: Cancel. Press together with the d-pad to WALK / Displays
          Rules screen in Card Battle
Square: Opens up conversations or initiates a Card Battle game - more
        on that later
Circle: Displays the menu screen
R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                          game using 'Start'.


The Overworld is the huge 3D polygonal map you use to travel between
towns and dungeons.

D-pad/Left Analog-Stick: Moves the party or vehicle around and
                         highlights choices
Right Analog-Stick: Moves vehicle forward or backward
Start: Brings up the bar that toggles the rumble feature on/off and
       pauses the game
Select: Toggles the World Sphere/Map on/off
X: Search locations, mount/dismount vehicle
Triangle: Reverses vehicle
Square: Accelerates vehicle
Circle: Displays the menu screen
R1: Rotates the camera clockwise
L1: Rotates the camera anti-clockwise
R2: Switches between view points
R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                          game using 'Start'.



D-pad/Left Analog-Stick: Highlights commands
Start: Pauses the game and brings up the help window, along with the
       rumble feature window
Select: Hides all windows when held down
X: Confirms selected command
Triangle: Cancels and closes windows
Square: When a G.F. has learnt 'Boost' G.F. ability, hold down Select
        during the summoning sequence; tap repeatedly when the finger
        icon appears, and stop when a red cross appears over the
        finger. You can increase your G.F.'s power if you do it right /
        Press to scroll in the Status window if a character is
        affected by multiple conditions
Circle: Hit to switch to another character who has a full time bar
R1: Trigger. When timed in conjunction with Squall's Gunblade, this
    will allow for double damage / Press repeatedly during Irvine's
    limit break sequence to fire his gun
L1: Toggles the target window on/off
R2+L2: Press together to escape. Does not work on bosses
R1+R2+L1+L2+Select+Start: Resets the game.



D-pad/Left Analog-Stick: Moves the cursor / Moves scroll bar left or
                         right in the Junction, Item, Magic, G.F,
                         Abilities and Card screens
X: Confirms the selected command / Brings up the Element, Status, G.F.
   and Specials chart in the Status screens
Triangle: Cancels the selected command and closes the menu screen
Square: Displays character's Specials chart in their respective status
        screens / Removes junctioned magic spell
R1/L1: Switches between characters or G.Fs in their respective status
       screens

Which gets kind of confusing, especially if you're used to the controls
in the previous Final Fantasies. Try customizing the controls under the
Config. command in the menu screen to the Japanese version:



D-pad/Left Analog-Stick: Moves the party around and highlights choices
Start: Brings up the bar that toggles the rumble feature on/off and
       pauses the game
Circle: Opens up conversations, picks up items, activate switches,
        examine ladders (press Up or Down on the d-pad to climb),
        confirms choices
X: Cancel. Press together with the d-pad to WALK
Square: Opens up conversations or initiates a Card Battle game - more
        on that later
Triangle: Displays the menu screen / Displays Rules screen in Card
          Battle
R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                          game using 'Start'.



D-pad/Left Analog-Stick: Moves the party or vehicle around and
                         highlights choices
Right Analog-Stick: Moves vehicle forward or backward
Start: Brings up the bar that toggles the rumble feature on/off and
       pauses the game
Select: Toggles the World Sphere/Map on/off
Circle: Search locations, mount/dismount vehicle
X: Reverses vehicle
Square: Accelerates vehicle
Triangle: Displays the menu screen
R1: Rotates the camera clockwise
L1: Rotates the camera anti-clockwise
R2: Switches between view points
R1+R2+L1+L2+Select+Start: Resets the game. You must first pause the
                          game using 'Start'.



D-pad/Left Analog-Stick: Highlights commands
Start: Pauses the game and brings up the help window, along with the
       rumble feature window
Select: Hides all windows when held down
Circle: Confirms selected command
X: Cancels and closes windows
Square: When a G.F. has learnt 'Boost' G.F. ability, hold down Select
        during the summoning sequence; tap repeatedly when the finger
        icon appears, and stop when a red cross appears over the
        finger. You can increase your G.F.'s power if you do it right /
        Press to scroll in the Status window if a character is
        affected by multiple conditions
Triangle: Hit to switch to another character who has a full time bar
R1: Trigger. When timed in conjunction with Squall's Gunblade, this
    will allow for double damage / Press repeatedly during Irvine's
    limit break sequence to fire his gun
L1: Toggles the target window on/off
R2+L2: Press together to escape. Does not work on bosses
R1+R2+L1+L2+Select+Start: Resets the game.



D-pad/Left Analog-Stick: Moves the cursor / Moves scroll bar left or
                         right in the Junction, Item, Magic, G.F,
                         Abilities and Card screens
Circle: Confirms the selected command / Brings up the Element, Status
        G.F. and Specials chart in the Status screens
X: Cancels the selected command and closes the menu screen
Square: Displays character's Specials chart in their respective status
        screens / Removes junctioned magic spell
R1/L1: Switches between characters or G.Fs in their respective status
       screens


[Getting Started]
The 2 choices that appear when you start up the game are 'New Game' and
'Continue' respectively. If you're continuing a game from saved data,
take the 2nd option. Otherwise, move the cursor to 'New Game' and hit
'X' (U.S) or 'Circle' (Japanese) to proceed.

[Changing Discs]
The game will prompt you when you need to insert a new disc. Do this
by opening the CD cover (there's no need to switch off the power) of
the PlayStation, replacing the disc inside with the required one, and
closing the cover.


[Gameplay Basics]
Below are some of the basic systems and events in the world of ff 8.


Save often; this enables you to resume play at an earlier point should
you fail in battle or in certain game events. The Save command (found in
the Menu screen) is used to record a position on the Overworld or on a
Save Point. The latter are found as blue and orange bands of light
orbiting around a black orb. You need a Memory Card peripheral, which
is sold separately, to save your game.


A reduced world map/sphere (press 'Select' to switch between them) is
shown in the bottom-right corner of the Overworld. In this map, the
direction Squall is facing will be represented by a cone-shaped
yellow beam. The red dot shows Squall's current location.


There're various establishments in the world of ff 8. The following are
some of them:

HOTELS
Spend a night here to recover the HPs of your party members and G.Fs.
Characters affected by abnormal status are also cured. Hotels usually
house Save Points.

CAR RENTAL SHOPS
Cars can be rented for 3,500 gil here. They allow you to travel on the
Overworld quickly while keeping enemy encounters non-existent. Note
that you'll need fuel to actually drive one properly.

TRAIN STATIONS
Trains provide a convenient way of shuttling between major cities. A
ticket costs 3,000 gil.

SHOPS
You can pick various restorative items, fuel, ammunition and the
occasional book from them. They'll also offer to buy any excess items
you have in your inventory list.

JUNK STORES
They specialise in remodeling your weapons.

PET STORES
You'll find a wide assortment of items for your G.Fs and issues of Pet
Pals here.


In ff 8, Square has done away with armours completely, leaving only
weapons which can be remodeled. This is done via collecting raw
materials such as Screws and Steel Pipes by defeating (or stealing
from) enemies, then visiting Junk Stores -- they specialise in
upgrading your weapons. Throughout the course of the game you will
come across Weapons Monthly magazines; these detail the specific raw
materials needed to remodel a particular weapon.


The MP (Magic Points) system which has graced the Final Fantasy series
for so long has all but disappeared in ff 8. Rather, spells behave
more like items now, with limited usage of each spell, i.e. Laguna may
have only 20 'Fire' spells in his magic list, which means he can
only cast 'Fire' 20 times before it runs out. To replenish this
stock of spells, you must draw them either from enemies in combat via
the 'Draw' command, or depend on...


Treasure chests are non-existent in ff 8; they've been replaced by Draw
Points, special locations from where you can gain magic spells for free
from. Draw Points recover after a certain period of time has elapsed.
They're found as purple bands bonded together to form a sphere.
Some Draw Points never recover themselves; you can identify them when
they turn blue after they've been drawn from.


Guardian Forces are summoned creatures that join in on your quest.
Unlike the previous Final Fantasies, they play a much greater role in
ff 8; they form the foundations of any character, and determine the
person's capability in battle. Of course, G.Fs are still a force to be
reckoned with in combat, and many familiar summon monsters have made
a return in ff 8.

******
A new system involving spells and G.Fs has been created in ff 8: the
Junction System. This will be your main source of powering up your
party members in ff 8; refer to the Menu Tutorial section below for
more details. This new system is *extremely* important, so make sure
you take time to learn it!


========================================================================
III. M E N U   T U T O R I A L
========================================================================

[The Menu Screen]
Pushing the 'Circle' (U.S) or 'Triangle' (Japanese) button out of battle
brings up the menu screen. Twelve commands can be issued from here. In
addition, the menu screen also provides gameplay information such as
your current location (check the bottom-left window) and your playing
time, SeeD rank, plus total amount of Gil (the form of currency in ff 8)
in the bottom-right window.

The window in the upper-right consists of 11 commands. Reading from
top to bottom, they're: Junction, Item, Magic, Status, G.F., Abilities,
Switch, Cards, Configuration, Tutorial and finally Save.


[Junction]
The Junction system combines both the Materia and Job system together,
enabling you to build the kind of character you want. It does this by
allowing spells themselves to double as character-building elements.
I'll give a brief diagram of how the Junction Screen looks like:

-----------------------------------------------------------------------
|Notice    JUNCTION      OFF      AUTO     ABILITIES       | JUNCTION |
-----------------------------------------------------------------------
|Help Window                                                          |
-----------------------------------------------------------------------
(Portrait)   (Magic/Equipped G.Fs List)   (Equipped Commands/G.Fs List)
(Current EXP)
(Required EXP for Next Level)
-----------------------------------------------------------------------
|HP        Attached Spell  (CHANGE)  S Attack S Def.  E Attack E Def. |
|Strength     --                     Speed         --                 |
|Vitality     --                     Evasion%      --                 |
|Magic        --                     Hit%          --                 |
|Spirit       --                     Luck          --                 |
-----------------------------------------------------------------------
*S Attack and S Def.: Status Attack and Status Defense
E Attack and E Def.: Elemental Attack and Elemental Defense
(they'll be highlighted if junctioning spells to them is possible)

In a nutshell, here's how the whole thing works:

1. Gain G.Fs through drawing from bosses, receiving as gifts or
   defeating the G.Fs themselves. Open up the menu screen.

2. Junction a GF (a character can have multiple GFs junctioned) to a
   party member by selecting 'Junction', and then 'GF.'. Press
   'X' (U.S) or 'Circle' (Japanese) to equip a GF. GFs already
   junctioned will be indicated by a symbol next to their names. Hit
   'Triangle' (U.S) or 'X' (Japanese) when you're done equipping.
   If you already have a stock of spells in that particular character's
   spells list, jump straight to point 4. Otherwise, ignore the
   'Auto' window which pops up, equip the 'Draw' command ability
   under the 'Abilities' window, then proceed onto point 3.

3. Draw spells for junctioning from enemies or Draw Points. Different
   spells have varying effects on the same parameter. You can have
   a maximum of 100 for each type of spell. Once you've amassed enough
   spells, select the 'Auto' command in the Junction sub-screen.

4. Choose to optimize your character, based either on 'Attack',
   'Magic' or 'Defense':
   Attack: Places emphasis on 'Strength' parameter
   Magic: Places emphasis on 'Magic' parameter
   Defense: Places emphasis on 'HP' parameter (not Vitality rating!)

5. Select the abilities you want available to your character.

6. If you're not happy with the junctioned magic spells, choose
   'Junction' again, and then 'Magic'. Change the spells if you want,
   or remove them with 'Square'.
   Alternatively, the 'Off' command works well if you wish to
   de-equip all junctioned spells (select 'Magic') or all G.Fs, spells
   and abilities (select 'All').
   If your character has the ability to junction spells to Elemental
   Attack/Defense or Status Attack/Defense, use the d-pad to scroll
   the junction screen left. The higher the amount of spells (max. 100)
   junctioned to a parameter, the better the effect.

7. From the menu screen, select G.F. Tap 'X' (U.S) or 'Circle'
   (Japanese) at a G.F's status window, and select the ability you want
   it to learn. Abilities are divided into six different types:
   Junction, Command, Character, Party, G.F. and Menu.

8. Each ability takes up varying amounts of AP to learn. APs are earned
   after battles. You should select the types of abilities to master
   according to your situation.


+----------------------------------------------------------------------+
|Junction: Allows a character to attach spells to his or her           |
|          parameters, thus increasing their overall fighting          |
|          capabilities.                                               |
|e.g. 'HP J' lets one junction spells to his or her HP parameter.      |
|                                                                      |
+----------------------------------------------------------------------+
|!Command: Gives a character commands which are usable in battle.      |
|e.g. 'Magic' allows a party member to cast spells.                    |
|                                                                      |
+----------------------------------------------------------------------+
|Character: Modifies or adds special conditions to a character while in|
|           battle.                                                    |
|e.g. 'Mug' replaces the 'Attack' command in battle, thus allowing     |
|     one to plunder items from the enemy.                             |
|e.g. 'Auto Protect' puts a character in 'Protect' status immediately  |
|     at the start of each fight.                                      |
|                                                                      |
+----------------------------------------------------------------------+
|Party: Adds certain helpful abilities to the entire party, be it in   |
|       combat or outside of it.                                       |
|e.g. 'Alert' prevents pre-emptive attacks from enemies.               |
|e.g. 'Move-Find' reveals hidden Draw and Save Points.                 |
|                                                                      |
+----------------------------------------------------------------------+
|G.F.: Raises a G.F's capability in battle.                            |
|e.g. 'Summon Magic +40%' increases the strength of a G.F. by 40%.     |
|                                                                      |
+----------------------------------------------------------------------+
|Menu: Provides the party with handy abilities via the menu screen.    |
|e.g. 'Ice Magic Refinement' allows the creation of 'Blizzard' spells  |
|     from certain special items.                                      |
|e.g. 'Call Shop' lets you access any shop you've come across before at|
|     anytime, anyplace.                                               |
|                                                                      |
+----------------------------------------------------------------------+

Again, I can't begin to stress on the importance of the Junction System
in ff 8. If you really want to survive some of the tougher bosses in
this game, then it is vital you MASTER this system!


[Item]
This command is primarily used for curing your party, and tinkering
with the abilities of your G.Fs. You have access to a total of 4
choices. Reading from left to right, they're:

Use: Select this to use the items present in your inventory list. Items
     which are unusable will be displayed in grey. Press left or right
     on the d-pad to scroll through the list of items. There're a
     variety of items in ff 8; you can only carry 100 of each type.

Rearrange: Lets you arrange your items in the order you prefer.

Sort: The computer arranges your items for you automatically.

Battle: Arranges the lineup of items when the 'Item' command is used
        in battle.

Un-wanted items cannot be discarded; either use them in battle to get
rid of them, or sell them (more practical) to shops.


[Magic]
The Magic command allows you to cure your party (provided you have the
correct type of spells) as well as to arrange and swap spells among
the party members. Reading from left to right, the 4 choices here are:

Use: Lets you cast a particular heal-typed spell. In ff 8, you cannot
     target multiple members with a single spell, so you'll have to
     cure each character separately. There're a variety of spells in
     ff 8; you can only carry 100 of each type in a character's
     spells list.

Exchange: Allows you to manually swap spells between party members.
          - 'Give All' transfers an entire spell type to the member
            in the lower row.
          - 'Take All' transfers an entire spell type to the member
            in the upper row.
          - 'Split' enables you to specify the amount of spells to
            be swapped.

All: Swaps an entire set of spells list between party members.

Rearrange: Lets you determine the placement of spells when the 'Magic'
           command is used in battle.

There's really no easy way to discard un-wanted spells in the Japanese
version. You can either cast them in battle (summon G.F Cerberus
beforehand for an easier time), or use menu abilities such as G.F.
Quezacotl's Mid. Magic Refinement to get rid of some of the weaker
variations of magics.

In the U.S version, spells can be discarded by placing the cursor over
them and pressing 'Square'.


[Status]
Execute this command to learn about a character's current condition.
Apart from his or her name, current level (a yellowish insignia beside
this indicates that the particular member is in your main party), HP
(Health or Hit Points) values, current Experience and the amount of
Experience Points required to advance to the next level, equipped
abilities and weapon, the Status sub-menu also displays the party
member's status values:

(note: You can switch between characters using R1 or L1)

Strength: Capability to do         Speed: Rate at which ATB fills
          damage.                         during battle.
Vitality: Resistance to physical   Luck: Deciding factor for speed of
          attacks.                       escaping, items dropped,
                                         no. of spells drawn, etc.
Magic: Determines the              Evasion%: Ability to avoid attacks
       magnitude of spells.                  completely.
Spirit: Resistance to magical      Hit%: Hit rate for current weapon
        attacks.

Pressing the 'X' (U.S) or 'Circle' (Japanese) button brings up the
Elemental Attack, Elemental Defense, Status Attack and Status Defense
ratings of that character.

Hitting the button another time brings up the G.F. affiliation chart
for that party member. Refer to the G.F. sub-section below for details
as to what this chart means.

Finally, tapping the same button again displays the Limit Breaks
list of that character. Alternatively, this list can also be displayed
by simply pressing 'Square'.

For Squall and Zell, you can set their Limit Breaks on auto (the
computer takes care of the button pressing), but I advise you ignore
this feature, seeing how the computer misses the timings so often.
Besides, it's more fun to do it by yourself ^_^


[G.F.]
The G.F. screen shows the stats of your acquired summon monsters. Hit
R1 or L1 to scroll between G.Fs. Pressing 'X' (U.S) or 'Circle'
(Japanese) at a G.F's status screen brings up its abilities list.
Each G.F can only learn up to 22 abilities in its natural course,
unless you decide to tinker with them using certain G.F ability items.

G.Fs learn abilities by gaining AP (Ability Points) or using items.
They can also raise their HP and power via levelling up or certain
abilities. However, unlike AP, G.Fs in battle SHARE the EXP the
character which they've been junctioned to receives, i.e. if Squall
has both Quezacotl and Shiva junctioned, and receives 300 EXP
plus 8 AP at the end of a fight, each of the 2 G.Fs gain 150 EXP
and 8 AP.

You might want to de-equip the stronger G.Fs for a while if you want
to build up weaker ones. And mind you, new G.Fs often start off
pathetically weak. Every G.F. takes 500 EXP to gain a level, with the
exception of the 16th and final G.F, Eden (1,000 EXP).

G.Fs also have different mindsets towards each character (the red bar
along with the numbers in the G.F. screen indicate how much they like
each member). The higher the value, the lesser the time it takes to
summon them. This value is increased by summoning them, or casting
spells of the same element as the G.F, i.e. Fire spells raise Ifrit's
opinion of the character. Likewise, if you use Blizzard spells, you'll
lower Ifrit's rating towards the member but raise Shiva's affection.

Another ability I'll like to highlight here is the 'Boost' G.F.
ability, or 'Ouen'. As mentioned in the Basic System section, this
comes into play during the summoning sequences (hold Select, then tap
Square at the correct times) for certain G.Fs. Normally, G.Fs use only
100% of their strength during a summon.

However, the 'Boost' ability actually drops this back to 75%, but you
can raise it to 250% if you're a quick tapper, or have a turbo
controller on hand. It's just an element of risk undertaken in using
'Boost'. Credit goes to Adam for this bit of info. If you're reading
this, thanks.

Try to learn this ability first whenever you acquire a new G.F. (it
takes only 10 AP anyway).


[Abilities]
Allows usage of learnt menu abilities such as 'Fire Magic Refinement'
or 'Junk Store'. Tap left or right on the d-pad to scroll.


[Switch]
Once your party exceeds three members, you must select 2 characters
to accompany Squall. This command is only available on the Overworld
and on Save Points in the field screens for the Japanese version.

In the U.S version, an additional command, 'Junction Exchange', enables
you to easily transfer a set of equipped G.Fs, abilities and spell
lists between characters. Convenient for those scenes in which you
have to guide two different parties.

Inactive party members gain zero EXP from battles fought by the main
party.


[Card]
Displays the cards that you've acquired so far. Hit left or right on
the d-pad to scroll through the 10 levels of cards. Refer to the Card
Battle section below for more information concerning this mini-game.


[Configuration]
A set of customization controls are available here.

(note: The last two options are for those playing with a Sony Dual
       Shock Analog Controller)

Sound: Change between Stereo or Mono.
Controller: Change the controller settings to Normal (Default) or
            Customize. Push the 'X' or 'Circle' button at the Customize
            option to bring up the controller configuration screen.
Cursor: The Memorize option here lets you store the last position of
        the finger cursor even after the window is closed.
ATB: Set the flow of time in battles.
      -- For skilled players. Time flows even when commands,
                 spells and items are being selected.
      -- For beginners. Time stops when spells and items are
               being selected.
Scan: The detailed analysis of an enemy will only appear the 1st time
      you cast 'Scan' (Japanese version: Libra) on an enemy under the
      default Initial settings.
Camera Movement: The higher the percentage, the more frequently the
                 camera angle changes in battle.
Battle Speed: Adjust the speed of time flow during battles.
Battle Message: Adjust the message speed in battles.
Field Message: Adjust the message speed in the field screens.
Analog Input: Change the sensitivity of the analog sticks.
Vibration Function: Turn rumble feature ON/OFF.


[Tutorial]
Lets you learn more about ff 8's systems and world. The SeeD Tests
are also accessed via this command. If my guide hasn't been too precise
in explaining the various systems Final Fantasy VIII has to offer, this
is where you should refer to. In fact, I highly encourage you look
through the Tutorial at least once.


[Save]
Final Fantasy VIII takes up one block of space on a Memory Card. The
Save command can only be used to record a position on the Overworld
and on Save Points in field screens.


[Order]
Push left on the d-pad in the main menu screen, and a cursor will
appear, allowing you to re-shuffle your main party's lineup in battle.
There's no real reason for you to do this though. Btw, there're no
more 'front' or 'back' rows in ff 8.

And that's all for the Menu Tutorial.