You saved me the effort of typing. :p
I can't imagine playing through the game a second time.
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if you want a guide, try this one: http://db.gamefaqs.com/console/psx/f...asy_viii_z.txt
Listen, you won't be able to beat X-ATM092 just anywhere. What you have to do is run away until you're on the bridge. It's the only place it can actually be killed, and only then can you kill it. I would suggest using Quezacotl, and Junctioning Thunder to Atk-Elem-J. Attack with the rest.
My last main question guys...is the card aspect really that imporant? I mean if i dont do it this time through , will i be missing out on a ton or is it moreso just for the enjoyment of a mini game?
Im just lookin at card walkthrus and they are just so huge, a bit overwhelming.
They are not necessary to the game. However, playing cards will make it much easier to get your High-Level Magics like Thundaga. It'll also net you some great abilities that I stated before, like Auto-Haste. Yes, it's fun. No, it's not necessary. I would still suggest doing it, though.
Well i restarted my game and heres what ive done...i know alot are against leveling up but eh i dont mind a bit of a harder game ;) but i leveled a bit to get the APs and get my GFs up a bit, am i on the right track so far with GF abilities?
After the fire cave i came out and worked on it a bit, i got the 3 GFs refine abilities, Card, Card Mod, Ifrits element attack j and str +20%, Shivas attack junction, and all of them have boost. I also did it too get tons of fish fins for refining water strength.
Plus picked up a few enemy cards here. Hows that lookin for a start?
Going to move on now though, but wanted to get some of these ones you guys suggested.
I know there are card FAQs and what not...but can someone give me a brief explaination of the card game, because its just confusing the crap out of me.
I play tons of cards in real life, so is there a game that this kind of follows after to make it easier to grasp?
Uh.
These are the basic rules:
You place your cards on a 3x3 grid. The 4 numbers on your card correspond to the 4 sides of the card. If you place a card to the left of another card, and the right side of that card is stronger than the left side of the card you place it next to, you will flip over that card. The winner is the person who has flipped over the most cards when all 9 cards has been placed.
When you travel the world, you will bring with you rules from region to region. When you travel to Trabia, they will want to mix their rules with your Balamb rules, and eventually abolish one of their rules, or pick up one of the Balamb rules. It is good to avoid spreading a few rules, such as the Random rule, which prevents you from selecting the cards yourself at the beginning of the match.
Furthermore, there are some advanced rules.
Same: If you put down a card next to two other cards, and the numbers for both are the same, you'll flip both. For example, if you lay a card that has 8 on its left side next to a card that has 8 on its right side, and at the same time your bottom side is 6, and the card right under you has 6 on its upper side, the Same rule will make you flip both cards.
Plus:
This one works in the same was as Same, except it checks if the sum of your opponents side is the same for two different sides. For example, if your left side is 4 and your opponents right side is 6, at the same time as your right side is 6, and the opponents card on that side is 4, you will flip both cards, because the sum of both is 10.
Same Wall:
With this rule, the borders of the playing grid counts as A (ace), and works like the Same rule. Example: Your card has an A at the right side, and the right side is put near a wall. If your left side has an 8, and the opponents card on that side also is an 8, you will flip the card.
Combos: If you flip a card using one of these 3 rules, the game will treat the flipped cards as if they were just placed on the grid again, and flip all cards that it is stronger than.
Trade rules:
There are various card trading rules.
One: The winner gets to choose one card from the opponents playing deck.
All: The winner gets all the opponents 5 cards.
Difference: You get to choose a number of card equal to how much the winner won by. If the winner won by two points, he gets to choose two cards, etc.
Direct: You get the exact cards you flipped over, and the opponent gets the exact cards he/she flipped over. This one sucks, because even if you win by 8-2, you might be unlucky and lose one of your good cards, while you get 4 poor cards from the opponent.
Personally, I prefer the All rule, as I never lose, and if I do, I reset.
Cool thanks...i actually had just figured out the card game earlier today before i read that heh, but thanks for replying.
My only issue now i believe is just getting some chars caught up in level...am i able at some point to pull squall from the lineup and let others fight instead of him so that he can take a rest a bit?
I been trying not to go too crazy, mainly was carding enemies to get AP...but hes about lvl 14 and the others are 11, 10 and 9.
I been plowing through it all so far though, but i just hate having a huge span between levels like that.
Not really, there are a couple of short time frames where you can get someone else in his place, but don't count on it. You should also abuse Seifer in your party to kill stuff fast for AP, instead of using the card command. Just keep Seifer at half hp, and the other two dead, then abuse his Limit Breaks.
At the training area of the garden draw sleeps from the grats. Then equip it to someones status attack and go on a mad one everywhere and draw a hundred of everything you can. It doesnt take long to be honest and you will have a nice start. A tactic i always use.
Also remember to fight diablos as soon as you can because it is so much easier and also he has some good abilitys you want to learn quickly like mug.
The fish fins down on the beaches can give you around 6 and 8 ap i think which means if you fight them 25 times you will already have mug learnt. This is also rather quick by either having squall low on life and using his special attack or by using the lightning based gf ( sorry forgot how to spell it had a bit to drink )
Remember to check every boss you fight to see if they have any GF's this is so important because you wont be able to get them again ( you can get most but thats at the end when they are pretty much useless)
Remember when you go to get the Brothers gf that there is no need to pay for the indicator etc from the guard. Just go left right repeatedly to get to all the rooms u need and when you eventually find your self outside after visiting 3 rooms go back in and just run straight.
Play cards its both the second best mini game except for chocobos and it has huge rewards. Before each game try to remember to save it can be a real bother when you loose a good card.
Try not to mod your good cards untill quite far into the game. They are your most powerful cards usually.
Your characters will unfortuantly have a bit of a gap in levels but because of junctioning this can usually be fixed. Just try to remember not to find yourself sticking to three and forgetting the rest. There are a number of times when they will be split up and you need to use them all.
And in quote to some other comments i have read, this game doesnt suck because though its not the strongest on storyline or excitment its by far the easiest to start. The start gets you pumped straight away with killer music and a real war like feel. The others all seem to start slow and pick up after. 7 ( you dont get to run free and explore properly till after midgar, 9 is by far the worst for all aspects, and ten has no real free roam till the end. )
Im not saying enigma is bad. Because its what makes all the final fantasy's, but im saying you dont get that feeling of excitement. The others start so slow and 8 has you heading to war and that clip going to dollet and the music to it just gets me pumped everytime.