Final Fantasy VIII (Playstation) - RetroAchievements/guides GitHub Wiki
This guide is organized in strict gameplay order. Every achievement is noted at the earliest point it can be obtained or set up. Three passes are required; see the overview under Achievement Guide.
- 💎 Achievement Guide
- 📜 Core Mechanics & Strategy
- 📜 Walkthroughs & Resources
- 🏆 Pass 0 - Welcome to Jurassic Park
- 🏆 Pass 1 - SeeD Exam Throwaway Run
- 🏆 Disc 1 - Balamb Garden Opening
- 🏆 Disc 1 - Fire Cavern
- 🏆 Disc 1 - Dollet SeeD Exam
- 🏆 Disc 1 - Post-Exam: Balamb & Triple Triad
- 🏆 Disc 1 - Timber & Dollet
- 🏆 Disc 1 - Dream Sequence #2 & Galbadia Garden
- 🏆 Disc 1 - Deling City & Tomb of the Unknown King
- 🏆 Disc 1 - Lionheart Branch
- 🏆 Disc 1 - The Assassination
- 🏆 Disc 2 - Winhill Dream, Prison, Missile Base & Garden Revolt
- 🏆 Disc 2 - Fisherman's Horizon & the Garden Festival
- 🏆 Disc 2 - The Open World, Balamb Lockdown & Trabia
- 🏆 Disc 2 - Galbadia Garden Battle
- 🏆 Disc 3 - Edea's House, Trabia Canyon & the White SeeD Ship
- 🏆 Disc 3 - Journey to Esthar & Esthar City
- 🏆 Disc 3 - Siege of Esthar, Lunar Base & the Ragnarok
- 🏆 Disc 3 - The Ragnarok Open World
- 🏆 Disc 3 - The Final Mission & Lunatic Pandora (Point of No Return)
- 🏆 Disc 4 - Adel & the Commencement Room
- 🏆 Disc 4 - Ultimecia's Castle
- 🏆 Disc 4 - Final Preparations
- 🏆 Disc 4 - The Final Battle
- 📋 Tracker for Long-Running Tasks
- 📜 Reference Checklists
- ✏️ Footnotes
- 📜 Credits
This guide began as my own personal set of notes. Despite playing many Final Fantasy games over and over and over again, I'd only played FF8 one time: when it first came out, so my knowledge was extremely limited. Browsing the achievement list and some of the comments, I knew I would need a guide or something to organize myself if I didn't want to miss anything and didn't want to restart repeatedly or do an excessive number of playthroughs. So I started jotting down notes about what to prepare for, and it gradually became so unwieldy I decided to make this guide.
This achievement set is well-known on RetroAchievements and can be divisive. For my part, I think this is a good set. It guides you to 100% the game without requiring arbitrary challenges. If it's problematic that there are so many fiddly, easily-missable things (e.g., 144 individual scans, game-spanning quest chains that break in the middle if you miss a small window to trigger the next step...) then that's on the game designers, they put those in there! Perhaps the one exception to this is Junction Mastery, which requires no party or GF level up. I am fine with this despite it completely changing the way one might want to play the game, for two reasons: first, it actually makes the game easier. The gameplay challenge is trivial at low party levels with even a little bit of AP grinding or Triple Triad. Second, this is a classic aspect of this game. Although maybe a bit meta, even I (someone with very little knowledge of this game) was aware that the best strategy was to keep my levels low. That tip was so ubiquitous it had made it's way into my head even though I previously hadn't thought about this game since the late 1990s. So I'm fine with it.
Caution
AI Disclosure
This guide was handwritten by me, Belthasar
However, there was some non-zero AI usage involved:
- As above, this was only my second time playing FF8 and the point of this whole thing was to make getting my mastery as easy as possible. Since my knowledge was so limited, I used AI to help me do research across the various guides and information on the internet, much of which is contradictory (e.g., the windows for Love in the Library). I received a non-trivial amount of help in this area
- I used AI to check achievement-relevant factual statements I wrote in the guide. For example: "is my research (and my statement in the guide) correct that 44 of the 50 spells can be made at any time by Card Modding plus refining (for I Put A Spell on You)? Or have I counted wrong/missed a Card Mod --> Refining path for the other six?"
- I used AI to scan this document to help enforce various formatting conventions by drawing my attention to errors so I could fix them:
- Markdown formatting is consistent (e.g., sections with tracking checkboxes all get the [!IMPORTANT] callout).
- Markdown formatting is accurate so everything renders properly (e.g., embedded links to achievements all exist, are copied accurately, and point to the correct achievement)
- Suggestions for and enforcement of emoji usage. Although I know this is an AI cliche, I find it genuinely helpful to have card emojis for checkboxes related to Triple Triad, crossed swords emojis for checkboxes related to battles, etc. So I used AI to suggest emojis for the checkboxes/headings, point out when a line was missing a checkbox, and alert me when I was using mismatched emojis for the same achievement or achievement type
- Surfacing issues with basic grammar, punctuation, or logical inconsistencies (e.g., something I wrote weeks ago now contradicts something I have written today)
This guide is intended to get you your FF8 Mastery badge in the most efficient way possible without ever having to consult any resource outside of this guide, for any reason. It is organized more like a walkthrough you might find on GameFAQs than other RetroAchievement guides. Most guides on RA go achievement-by-achievement and give the necessary detail for how to get that achievement. However, the way FF8 itself is structured as a game, makes this a very difficult and risky way to organize the information since many achievements require very precise unlock criteria that are easily missed and also are interwoven with each other. As a result, I believe that the walkthrough format is a much better organizational choice given what is required for a mastery.
So why not just use a GameFAQs guide or some other guide on the internet? Well those guides have extra information that is not necessary for your mastery and also de-prioritize certain things that are critical for you, such as scanning. This guide is laser focused on achieving your mastery. Other guides have no such concept.
See below for specific choices that were made in the making of this guide, and their rationale:
-
The guide assumes you are moving step-by-step from the first line, line-by-line, until the end: There are many quests and tasks you need to do in order, and the guide is designed to help you move through that order
-
Achievements that have measured counters will call out what the increment should be any time it changes: because the main purpose of the guide is to keep track of exactly these kinds of achievements to ensure you don't unknowingly lock yourself out of anything, being able to cross-reference where you're at (by pulling up the achievement menu in your emulator) with where you should be (the guide's callouts) is critical
- To facilitate the previous point, when there is flexibility in when an achievement can be progressed, every step of every achievement is progressed at the earliest possible time it can be, even if that's somewhat inefficient: with this principle, nothing can get missed and you can easily stay in line with the guide. For example, many enemies are not ever permanently missable so you can theoretically scan them whenever you want (e.g., for Know the Enemy). But if you don't scan them when the guide assumes you will, you can't know if you missed a scan that is missable. The measured indicator number in your emulator will be different then what the guide says you "should" have and it will be extremely difficult to know if this is because you've missed a missable, or just delayed a scan you can get later. This is the primary reason why doing #1 is critical.
- This means that you might have to travel around the world to get a scan that is now available or to increment a quest even though you could do it later. This is slightly time inefficient, but I believe it's more important to adhere to this principle. Having said that...
- This means that you might have to travel around the world to get a scan that is now available or to increment a quest even though you could do it later. This is slightly time inefficient, but I believe it's more important to adhere to this principle. Having said that...
-
There should be a minimum number of playthroughs, retreads, and backtracking: Anything that can be easily collected sequentially in the same run, should be. The guide will only direct you to start a new game or reload an old save if:
- It is literally impossible to complete two achievements on the same playthrough (e.g., Symphony of Destruction requires you to defeat X-ATM092 which causes deductions on your SeeD exam. This is mutually exclusive with Go Big or Go Home which requires a perfect score on your SeeD exam)
- It might be technically possible to complete in one run, but is substantially easier/less stressful to just reload/replay/start a new game (e.g., the easiest ways to defeat a T-Rexaur in the first 30 minutes of the game (Welcome to Jurassic Park) all require strategies that invalidate (or risk invalidating) Junction Mastery)
-
The guide is intended for you to check off your progress as you go: every achievement-relevant step has a checkbox. GitHub shows the boxes but won't let you tick them, so you can keep your own copy if you want (I recommend it. If you're using this guide, you'll be here awhile):
- Download the guide's source: open this link and save it as a .md file.
- Open it in Obsidian (free, on PC, Mac and phone). Click any box in reading view and the tick is saved straight into your file. The note and warning boxes look just like they do here.
- I used VS Code with the Markdown All in One extension as I was playing and writing. Click checkboxes or press Alt+C on a line to tick it.
Note
The RA set consists of 155 achievements worth 1,093 points
Three playthroughs required:
- Pass 0 (~30 min): A focused, throwaway run for Welcome to Jurassic Park (killing a T-Rexaur within 30 real-time minutes of a new game)
- Pass 1 (~3 hrs): A short throwaway run for the perfect SeeD exam score
- Pass 2 (full run, no level-up): the main run for everything else, including a few other save branches (e.g., Disc 1 Lionheart, Disc 4 Book Smart/Sergeant Fury).
Enemies in FF8 scale with your party's average level, and they gain stats faster than you do. So the higher your level, the harder the game. The no-level-up run actually makes things easier.
Important
Junction Mastery requires that no characters and no GFs gain a single level for the entire run. GF levels are visible in the GF menu.
Each character and GF has their own EXP ceiling. Go over it at any point in the game and you fail Junction Mastery.
| Character | Starting EXP | Stay under | Room to spare |
|---|---|---|---|
| Squall | 6,500 | 7,000 | 499 |
| Zell | 7,000 | 8,000 | 999 |
| Irvine | 12,000 | 13,000 | 999 |
| Quistis | 7,500 | 8,000 | 499 |
| Rinoa | 10,000 | 11,000 | 999 |
| Selphie | 7,000 | 8,000 | 999 |
| Seifer | 8,000 | 9,000 | 999 |
| Edea | 25,000 | 26,000 | 999 |
| GF | Joins at level | EXP per level | Starting EXP | Stay under | Room to spare |
|---|---|---|---|---|---|
| Quezacotl | 1 | 500 | 0 | 500 | 499 |
| Shiva | 1 | 500 | 0 | 500 | 499 |
| Ifrit | 1 | 500 | 0 | 500 | 499 |
| Siren | 3 | 400 | 800 | 1,200 | 399 |
| Brothers | 7 | 500 | 3,000 | 3,500 | 499 |
| Diablos | 9 | 500 | 4,000 | 4,500 | 499 |
| Carbuncle | 16 | 400 | 6,000 | 6,400 | 399 |
| Leviathan | 17 | 500 | 8,000 | 8,500 | 499 |
| Pandemona | 19 | 500 | 9,000 | 9,500 | 499 |
| Cerberus | 23 | 400 | 8,800 | 9,200 | 399 |
| Alexander | 25 | 500 | 12,000 | 12,500 | 499 |
| Doomtrain | 28 | 500 | 13,500 | 14,000 | 499 |
| Bahamut | 35 | 500 | 17,000 | 17,500 | 499 |
| Cactuar | 20 | 500 | 9,500 | 10,000 | 499 |
| Tonberry King | 30 | 500 | 14,500 | 15,000 | 499 |
| Eden | 30 | 1,000 | 29,000 | 30,000 | 999 |
Important
Tools for avoiding EXP:
- Card ability (Quezacotl, 40 AP) ends a random battle with AP + items and zero EXP.
- Break: petrifies an enemy; no kill, battle ends with no EXP when all enemies are petrified.
- Bosses give zero EXP naturally.
- Fleeing: zero EXP if you flee before dealing any damage. Once you've hit an enemy, running away (or an enemy escaping and ending the battle) gives EXP in proportion to the damage dealt, and no AP.
Warning
Scanning for Insecurities requires scanning every enemy and ally in the game. In the PS1 version, there is no in-game bestiary or way to check who you've scanned or missed. Re-scanning an already-scanned enemy will NOT trigger the full blue zoom-in screen, so you can use that as a check. Scan every boss before you kill it, and scan all allies including Laguna/Ward/Kiros. Every scan has its own checkbox at the earliest point you can get it.
Important
The guide assumes you draw consistently. Whenever you meet a new enemy or boss, check its draw list and Stock anything you don't have yet. This guide doesn't remind you each time.
I Put A Spell on You needs the first 50 spells in the magic list registered at least once. The guide handles it like this:
- Most spells: 44 of the 50 spells can be made at any time with Card Mod plus a refine ability, using cards you're already collecting (so a missed draw never fails the achievement). The guide doesn't track those spells one by one or call out the X/50 counter as it increments.
-
The six draws with a checkbox: these can't be made with Card Mod, so each one gets a 🪄 checkbox at its earliest easy source. Only Apocalypse is missable (it's drawn in the final boss fight):
- Scan: a Bite Bug on the Alcauld Plains (Disc 1, before the Fire Cavern)
- Sleep: a Grat in the Training Center (Disc 1, before the Fire Cavern)
- Float: a Thrustaevis on the Timber plains (Disc 1, Timber revisit)
- Reflect: the hidden draw point in the Winhill dream (Disc 2)
- Holy: the draw point in the White SeeD Ship's cabin (Disc 3)
- Apocalypse: Ulti-Lower in the final battle (the 50th spell)
- Topping up at the end: on Disc 4, once you have the Ragnarok back, check the achievement's X/50 indicator. If it's below 49/50, compare your magic list against the Spell Database table in the Tracker for Long-Running Tasks and Card Mod + refine whatever is missing. You can do both from the menu. Just finish before the final battle (there's a reminder in the "Before the final battle" checklist).
Don't play the whole game on one save slot that you keep overwriting. At minimum, you'll want:
- A separate throwaway save for the SeeD exam. See Pass 1 - SeeD Exam Throwaway Run for why. Nothing carries over from it to your real run.
- A dedicated "Lionheart branch" slot (Disc 1). See Disc 1 - Lionheart. Building the Lion Heart this early needs Ifrit at level 10 (for Ammo-RF), which would break Junction Mastery. So save to a throwaway slot, build it there, then go back to your real save.
- A dedicated endgame branch save for leveling up (Disc 4). See Book Smart & Sergeant Fury. Book Smart needs level 30 to unlock all 30 SeeD written tests. Once you can free-roam on Disc 4, branch off, grind to level 30 against the strong enemies there, clear the tests and Sergeant Fury's SeeD rank, then reload your real save.
- A pre-Omega Weapon slot (Disc 4). See Ultimecia's Castle. Omega Weapon is an optional superboss (for I'm On Top Of the World). Save right before the fight so you can retry easily (it'll likely take a few attempts).
It's also strongly recommended to make a new in-game save after every meaningful piece of progress. If you miss a scan or a required side-quest progression (and you probably will. I certainly did quite a bit.) you don't want to replay a big chunk of progress. I had about 8 memory cards full of saves by the end.
FF8 tracks common and rare cards differently, and that changes what you can safely card-mod:
- Common cards (Levels 1-7) are tracked as a simple quantity you currently hold.
- Rare cards (the 11 Level 8 cards, 11 Level 9 cards and 11 Level 10 Player cards; 33 total, one copy of each in the whole game) are tracked by whether you have them right now. The collector achievements only check that you hold the whole set at the same time at some point, so it doesn't matter if you lost or modded one along the way as long as you can have them all together at a later point.
Once the CC Group Quest is complete (all 7 members defeated, before the Disc 3 point of no return), every CC Group member aboard the Ragnarok on Disc 4 will play back any rare card you're missing, including one you card-modded away for its refinement materials. Advanced Collector, Superior Collector, Distinguished Collector and Master Collector only need you to hold the full set at some point, on Disc 2 or Disc 4. Card-modding a rare card and winning an equivalent one back later is safe for all of them.
Warning
Two exceptions:
- The 5 Queen of Cards chain cards (Kiros, Irvine, Chubby Chocobo, Doomtrain, Phoenix). Regular CC Group members won't offer these back. Only Left Diamond will (she ignores the normal card shuffle and typically offers your first missing rare card), though it isn't guaranteed and may take a few challenges. House of Cards checks your hand by card type when you play the Queen (and that you win), so a freshly re-won card counts the same as the original.
- The PuPu card is unrecoverable. Nobody will play it back if you lose or card-mod it (not even the Queen or Left Diamond). Never card-mod the PuPu card.
During Discs 1-3, follow the guide's "don't card-mod this yet" warnings exactly. They protect Queen of Cards chain steps and achievements coming up soon. Any other rare card you lose by mistake can be won back once you're on the Ragnarok with the CC Group Quest done.
- RetroAchievements Game Page
- bover_87's walkthrough (GameFAQs)
- Absolute Steve's guide (GameFAQs)
- Jegged.com Full Walkthrough (missable-aware; section 34 onward is past the point of no return)
- Edman's No Level Up Guide (GameFAQs)
- Enemy Scan Checklist (from RA achievement comments for Scanning for Insecurities)
- Community scan spreadsheet (145 entries because it includes Tri-Point, which this guide skips, so the real target is 144)
- SeeD Written Test Answers - RPGSite
- Queen of Cards Quest - bover_87's walkthrough (GameFAQs)
- Lionheart Disc 1 Guide - RPGSite
A throwaway save for one achievement: Welcome to Jurassic Park (kill a T-Rexaur within 30 real-time minutes of starting a new game). I Need a Boost pops along the way.
Important
Setup: Balamb Garden
- Start a new game. The 30-minute clock is real time and keeps running through menus, so don't linger. (Welcome to Jurassic Park)
- Get through the opening (training flashback, then the Quistis hallway scene) to free control. (Welcome to Jurassic Park)
- 🖥️ Interact with Squall's desk computer -> "Turn on the power" -> "Tutorials" to get Quezacotl and Shiva. (Welcome to Jurassic Park)
- Junction both GFs. (Welcome to Jurassic Park)
- ➡️ Next: leave Garden and go with Strategy 1. Strategy 2 is the fallback.
Important
Strategy 1: Boost-farm at the beach, then hunt in the forest
- ⚔️ Head to Balamb beach and fight the Fastitocalon-F there for enough AP to learn Boost on your GFs. (Welcome to Jurassic Park)
- ⚔️ Head to the nearby forest on the Balamb continent overworld and find a T-Rexaur. Summon Shiva and Boost. I strongly suggest you setup RetroArch's (or your emulator of choice's equivalent to) turbo function to quickly and reliably get to 250 boost every time without destroying your mashing fingers. Welcome to Jurassic Park pops when it dies.
- 📊 The first time you fill the Boost gauge to max, I Need a Boost pops.
- ➡️ Next: once both have popped, abandon this save and start Pass 1. If the forest hunt isn't working in time, switch to Strategy 2.
Important
Strategy 2 (fallback): Sleep-lock in the Training Center
- 🪄 Draw Sleep from a Grat in the Training Center. (Welcome to Jurassic Park)
- ⚔️ Cast Sleep on the T-Rexaur each turn until the 50% chance lands. Taking damage does not break Sleep in FF8. (Welcome to Jurassic Park)
- ⚔️ Once it's asleep, spam Blizzard/Shiva to chip it down, re-casting Sleep as it wears off. Welcome to Jurassic Park pops when it dies.
- If I Need a Boost didn't pop here, do it on Pass 2 in a boss fight (bosses give 0 EXP).
- ➡️ Next: abandon this save and start Pass 1.
| Title | Guidance & Insights |
|---|---|
Welcome to Jurassic Park (10)
|
Kill a T-Rexaur within 30 real-time minutes of starting a new game. Get Quezacotl and Shiva from the desk computer first, boost-farm on Fastitocalon-F at the beach to get your Boost timing down, then hunt a T-Rexaur in the nearby overworld forest and finish it with a maxed-Boost Shiva summon (2.5x Ice weakness). Fall back to a Training Center Sleep-lock (draw Sleep from Grat, cast until it lands, then chip away with Blizzard/Shiva since damage doesn't break Sleep) if the forest hunt doesn't pan out in time. Fail Conditions - 30 real-time minutes elapse before a T-Rexaur is killed. The clock is real-time, not in-game, and keeps running through menus. Misc note: Abandon this save once both achievements have popped. |
I Need a Boost (5)
|
Reach max boost on any GF other than Eden. Mash (or turbo) the Boost button during the summon until the gauge is full; Pass 0's Boosted Shiva does this naturally. The achievement is account-wide, so a throwaway save is the easiest place for it. If missed: do it on Pass 2 in a boss fight (bosses give 0 EXP). Achievement Tracking - A Measured Indicator tracks current boost percentage during the summon animation. |
Pass 1 is a throwaway run for the achievements that need a perfect SeeD exam: Go Big or Go Home, No Survivors, By the Book and Earn the Burn. War Machine, Trial by Fire and Dogs of War pop along the way. You only get one shot at the exam, and a perfect score means playing the whole mission a very specific way (and that way invalidates a no-level-up file). So do it on a disposable save. Once Go Big or Go Home pops, abandon this save and start Pass 2.
Note
Symphony of Destruction is not done here. It needs four extra escapes from X-ATM092, which would cost the perfect Spirit score. Do it on your real run instead. X-ATM092 gives 0 EXP, so the ~250 AP actually is worth something there. See Disc 1 - Dollet SeeD Exam.
Book Smart and Sergeant Fury are not covered here. They need levels a no-level-up file can't have, but they don't need Pass 1 either. Every character level costs 1,000 EXP all the way to 100, so getting to level 30 is much faster against strong Disc 4 enemies than against Dollet's weak ones, and you're not punished for waiting. See "Book Smart & Sergeant Fury via an Endgame Branch" in the Disc 4 Endgame section for both.
The SeeD exam is scored on six categories, each independently capped at 100 (Bonus at +100). Go Big or Go Home requires Conduct, Judgement, Attack, Spirit, Attitude, and Bonus to each individually equal exactly 100. That's the raw score in each category (not the SeeD rank you get at graduation). The Bonus doesn't make up for a missed category. All six have to read 100.
| Category | Target for 100 | Notes |
|---|---|---|
| Judgment | 0:00-0:07 left on the Fire Cavern timer | The timer keeps running after Ifrit dies (through the victory screens and GF naming) and stops at 0:00. Kill Ifrit with any time left, then wait on the results screen until the clock has run out. |
| Attack | 75+ kills in Dollet | Counted from the moment you land in Dollet, not earlier. GF kills don't count. Never Card or flee. |
| Conduct | 25:01 or more left on the 30-minute exam timer when Squall reaches Quistis at the landing craft | The clock stops when Squall touches Quistis on the beach. 25:00 is the official cutoff; 25:01 is the lowest time confirmed to score 100, so aim for 25:01. It's the hardest part of the exam (see the warning below). |
| Spirit | Exactly 1 total escape for the whole mission | The forced Tower escape from X-ATM092 is that one escape. Any escape beyond it drops this below 100. |
| Attitude | Zero deductions | One mistake is unrecoverable for the run, so reload immediately. |
| Bonus | Destroy X-ATM092 completely | Independent +100; does not offset a non-100 value in any other category. |
Attitude deductions: you need zero of these for Attitude 100. Save before the Dollet mission and reload if you make a mistake.
| Action | Deduction | How to avoid |
|---|---|---|
| Talk to anyone from the moment Squall puts his uniform on, except Seifer or Zell once you've landed | -1 per instance | Say nothing unless the game forces it. On the boat, don't talk to Quistis, Seifer or Zell either; choose "......" and let the scene move on. Forced conversations don't count. |
| Talk to Biggs after his fight | -2 | Walk away the moment the fight ends |
| Disobey Seifer on the boat | -1 | Follow his order; don't act before he does |
| Approach the comm tower before ordered | -1 per attempt | Wait for Seifer's signal |
| Jump off the cliff after Selphie | -5 per jump | Take the long path around |
| Dog reaches X-ATM092 (not saved) | -10 | Interact with the dog in the town square, or destroy X-ATM092 before it reaches that screen |
| Hide in the pub during the X-ATM092 chase | -20 | Never enter the pub. Keep moving toward the beach. |
Mission pacing: there's no clock during the Pre-Exam free time at Balamb or the whole Dollet approach up to Elvoret, so take your time there to get prepared. There's a lot to do to make this possible. The 30-minute clock starts with the scripted scene right after Elvoret dies.
| Phase | Clock target | What you're doing |
|---|---|---|
| Balamb prep (before the boat) | No limit | Queen of Cards "Diff" rule, Card Mod for Tornado/Thundaga, Fastitocalon-F AP farming. |
| Landing -> Elvoret defeated | No limit | Random encounters, Biggs & Wedge, Elvoret. Kill count + any remaining AP top-up. |
| Forced X-ATM092 flee | Clock starts here, ~30:00 | Scripted, right after the post-Elvoret scene. Flee as prompted. |
| Tower -> second X-ATM092 encounter | Arrive with ~27:00 left | Ride the elevator, run the cliff screens, walk the stairs. |
| X-ATM092 destruction (1 continuous battle, 3 HP-to-zero) | Leave the battle with ~26:00 left | No fleeing. The battle plus its victory screens takes about a minute. |
| Run to Quistis | 25:01 or more | No encounters, no detours, stay silent. |
Warning
Conduct 100 is a race against the clock
- Successful runs usually reach Quistis with 25:01 to 25:30 left on the clock.
- Disc loading eats the clock. At normal disc speed this is close to impossible. Before Dollet, set your emulator's disc speedup (DuckStation: Settings -> Console -> Read Speedup and Seek Speedup; SwanStation core: CD-ROM Read Speedup and CD-ROM Seek Speedup). Start with read 8x and seek 4x. High speedup can freeze the game when an FMV loads. If that happens, reload and drop both to 2x. Turn it back to normal as soon as Squall reaches Quistis.
- Random encounters on the way down cost 20+ seconds each. Encounters follow a step counter, so the same route from the same save gives the same encounters. If one keeps hitting you at the same spot, reload, take one extra battle before the comm tower, and save again to shift the count.
Important
Balamb Garden Opening
- Start a new game and get through the opening to free control. (Go Big or Go Home)
- 🖥️ Interact with Squall's desk computer -> "Turn on the power" -> "Tutorials" to get Quezacotl and Shiva. Junction both. (Go Big or Go Home)
- ➡️ Next: go to the front gate. Quistis joins you. Head east to the Fire Cavern.
Important
Fire Cavern: Ifrit
- Select the 10-minute timer at the cavern entrance, which gives you the most room to get through the cave. (Earn the Burn)
- ⚔️ Defeat Ifrit (1068 HP). Before the killing blow, note the time left on the clock. (Earn the Burn)
- ⏱️ Don't press anything on the victory screen. The timer keeps running, hidden, through the victory screens and GF naming, and stops at 0:00. Wait at least as long as the time you noted, plus a minute to be safe, then continue and name Ifrit. Earn the Burn pops back on the field (0:07 or less left), and Trial by Fire pops when Ifrit joins.
- ➡️ Next: return to Balamb Garden. You have free time before the exam briefing. Use it for the Pre-Exam prep below.
| Title | Guidance & Insights |
|---|---|
Earn the Burn (5)
|
Have 7 seconds or fewer on the Fire Cavern timer when the game returns to the field after Ifrit. The timer keeps running through the victory screens and GF naming and stops at 0:00, so defeat Ifrit with any time left, note the clock, and wait on the victory screen until it has run out. Fail Conditions - The timer reaching 0:00 before Ifrit is defeated. Misc note: The timer isn't visible on the victory screens, so wait the full time you noted plus a margin before moving on. |
Trial by Fire (3)
|
Complete the Fire Cavern and obtain Ifrit as a GF. Automatic story progression. |
Important
Pre-Exam Free Time (Balamb)
Before the SeeD exam is assigned you can roam Balamb (world map and town) with no time pressure. Use it to get strong enough for the X-ATM092 kill.
- ⚔️ Farm Fastitocalon-F at the beach for AP. They appear in pairs, roughly 6 AP per battle (3 each). Teach Quezacotl, in order: Card -> Card Mod -> T Mag-RF. (Pass 0 and Pass 1 are separate saves, so nothing carries over.) (Go Big or Go Home)
- ⚔️ Teach Ifrit Mad Rush (60 AP; Ifrit must be Lv10+), then Str+20% (60 AP) and Str+40% (120 AP). Ifrit levels up from ordinary battles, so the beach farming takes care of Lv10. Give Squall the Mad Rush command. (Go Big or Go Home)
- 🃏 Spread the "Diff" trade rule to Balamb. Save, then challenge the Queen of Cards (near the train station). If she isn't using Diff, quit and re-challenge until she is, then play and win. Then challenge the train conductor next to her. Winning against him with Diff still active spreads it to the whole Balamb region. (Go Big or Go Home)
- Playing the Queen is fine on this save.
- Expect Diff to last roughly a dozen games before it drifts.
- 🃏 Win cards with Diff active: (Go Big or Go Home)
- The gate keeper at Balamb Garden's front gate plays Abyss Worm and Snow Lion, your Tornado and Blizzaga sources.
- Trepie #3: the student daydreaming alone in the back of the cafeteria. Plays Blitz and Hexadragon, your Thundaga and Firaga sources.
- Your deck is thin: the 7 starter cards from the guy near the Garden elevator (Geezard, Funguar, Red Bat, Gayla, Gesper, Fastitocalon-F, Caterchipillar) plus the Ifrit card from the Fire Cavern. Lead with Ifrit to contest as many of their cards as possible; treat the Level 1 starters as expendable filler.
- 🪄 Use Card Mod to get early access to powerful magic once Quezacotl has Card Mod + T Mag-RF: (Go Big or Go Home)
- Abyss Worm card -> Windmill (Card Mod) -> 20x Tornado (T Mag-RF), per card. Get 5 Abyss Worm cards -> 100 Tornado and junction it to Squall's Strength for the X-ATM092 kill.
- Blitz card -> Dynamo Stone (Card Mod) -> 20x Thundaga (T Mag-RF), per card. Junction it to Squall's Elem-Atk. Ifrit already has Elem-Atk-J learned.
💡 Tip: before the boat, check Squall has 100 Tornado on Strength, Thundaga on Elem-Atk, Str+40% and Mad Rush.
- ⚙️ Config: set Battle Speed and Message Speed to the fastest setting. (Go Big or Go Home)
- ➡️ Next: save, then change into your uniform in the dorm, go to the main hall for the exam briefing, and ride to Balamb harbor to board the boat to Dollet.
Important
Dollet: Landing to Elvoret
⚠️ Warning (Attitude deductions start on the boat): obey Seifer's orders immediately (don't act before or after his signal) and say nothing to any NPC or party member unless the game forces it. Most of the Attitude deduction table happens during this stretch, well before X-ATM092 shows up.
- ⚔️ Fight every random encounter from the moment you land (Elite Soldier, Geezard, G-Soldier, Anacondaur). Kills before Dollet don't count toward the 75+ Attack total, but everything from here on does, including Biggs & Wedge and Elvoret. GF kills don't count, so use normal attacks and magic. Never Card or flee. (No Survivors)
- This whole stretch is untimed, so keep grinding here if you didn't fully prep at Balamb.
- Rough kill check: 25 random battles averaging 2-3 enemies each, plus the named fights, puts you safely over 75. Count battles if unsure. (No Survivors)
- Wait for Seifer's signal before approaching the comm tower. (By the Book, Go Big or Go Home)
- When Selphie joins, take the long path around. Don't jump off the cliff after her. (By the Book, Go Big or Go Home)
- ⚙️ Before Biggs & Wedge: turn on your emulator's disc speedup (see the warning in the scoring reference above), then save at the save point. Every retry of the timed section starts from this save. (Go Big or Go Home)
- ⚙️ Set every GF to learn an ability it already knows, so no "ability learned" screens slow down the X-ATM092 victory. (Go Big or Go Home)
- ⚔️ Let Zell and Selphie get KO'd in the Biggs & Wedge / Elvoret fights and leave them down. (Go Big or Go Home)
- Walk away from Biggs the moment his fight ends and don't talk to him. (Go Big or Go Home)
- 🪄 Draw Thunder from Elvoret if you still need it. (Go Big or Go Home)
- ➡️ Next: after Elvoret, the scripted scene starts the 30-minute exam clock and X-ATM092 attacks.
Important
Dollet: X-ATM092
- The forced Tower escape: scripted and unavoidable. Knock off about 20% of its HP (roughly 1,000), then flee straight away. (War Machine)
⚠️ Warning (only one escape): don't flee from X-ATM092 or anything else again. Any second escape drops Spirit below 100.
- Run straight to the elevator and down. On the stairs screen after Selphie's cliff, walk only through the middle stretch where Squall can lose his balance; run the top and bottom. (War Machine)
- ⚔️ Fight it on the bridge. Run onto the bridge, then turn back into X-ATM092 as soon as it lands behind you. It's faster than fighting it further down because it skips the fountain chase and the car-crushing cutscene, and it saves the dog automatically. (War Machine)
- Alternative: if random encounters keep catching you after the bridge, keep running and fight it on the pub screen instead (the screen after it crushes the car). Encounters can't happen while it's chasing you. Save the dog on the way and never enter the pub.
- ⚔️ One continuous battle, no fleeing. It self-repairs and fully heals twice before it can be destroyed: knock its HP to zero three times in this battle. (War Machine)
- Open with Mad Rush (Protect, Haste and Berserk). Berserk makes Squall attack on his own, so press R1 on every gunblade swing.
- If X-ATM092 acts first, reload the Biggs & Wedge save and retry.
- Don't summon, Draw or cast.
- The third HP-to-zero destroys it for good. War Machine pops, Bonus reads 100, and since this was only your 2nd encounter, Spirit stays at 100. Aim to be back on the field with about 26:00 left.
- ➡️ Next: run for the beach.
| Title | Guidance & Insights |
|---|---|
War Machine (10)
|
Destroy X-ATM092 completely, with its final self-repair cycle exhausted. Here it's destroyed on the very next encounter after the forced escape (3 HP-to-zero in one continuous battle). If missed: X-ATM092 gives 0 EXP, so it pops again at the end of the Pass 2 AP farm. |
Important
Return to the Beach
- 🐶 If X-ATM092 wasn't destroyed before the town square, interact with the dog before X-ATM092 reaches it (-10 Attitude if you don't). (By the Book, Go Big or Go Home)
- Never enter the pub. Keep moving toward the beach. (By the Book, Go Big or Go Home)
- Say nothing to any NPC or party member, including Quistis on the beach. (By the Book, Go Big or Go Home)
- ⏱️ Run straight to Quistis at the landing craft. The clock stops when Squall touches her, so you need 25:01 or more. If it's lower, reload the Biggs & Wedge save and try again. (By the Book, Go Big or Go Home)
- ⚙️ As soon as the clock stops, pause the emulator and set disc speedup back to normal before the departure FMV plays. (By the Book, Go Big or Go Home)
- The exam ends on the beach. With zero deductions, By the Book pops; with 75+ kills and no extra escapes, No Survivors pops.
- Keep saying nothing to anyone until you're back inside Balamb Garden. You're still being evaluated until you're dismissed in Balamb Town. (By the Book, Go Big or Go Home)
- Return to Balamb Garden and follow the story until the exam results are given out. Dogs of War pops when your results come in, and if all six categories read 100, Go Big or Go Home pops at the same moment.
- ➡️ Next: once Go Big or Go Home pops, abandon this save and start Pass 2 below.
| Title | Guidance & Insights |
|---|---|
Dogs of War (5)
|
Complete the SeeD exam. Automatic story progression. Pops back in Balamb Garden when the exam results are given out, not on the beach. |
By the Book (5)
|
Complete the SeeD exam with zero Attitude deductions. Walk the slope, save the dog, say nothing, don't jump off the cliff, don't hide in the pub. Fail Conditions - Any single deduction. See the deduction table above. Reload from before the Dollet mission if you slip. |
No Survivors (5)
|
Defeat 75+ enemies in Dollet without voluntarily fleeing. The one scripted Tower escape doesn't count against this. Every other voluntary flee does, including re-engagements with X-ATM092. Fail Conditions - Fleeing any voluntary battle, including any X-ATM092 re-engagement. Misc note: Near-impossible on a no-level-up run, so do this in Pass 1. |
Go Big or Go Home (25)
|
Score exactly 600 on the SeeD exam: Conduct, Judgement, Attack, Spirit, Attitude, and Bonus must each independently read 100. Pops in Balamb Garden when the exam results are given out (the same moment as Dogs of War), so keep playing past the beach. Conduct is the hard one: reach Quistis on the beach with 25:01 or more left, which in practice needs emulator disc speedup and a fast Mad Rush kill. The +100 Bonus from destroying X-ATM092 is mandatory but doesn't substitute for any other category, and Spirit requires the forced Tower escape to be your only escape. Fail Conditions - Any category below 100, including any extra X-ATM092 escape beyond the forced one. You can't retry once the exam screen clears, so reload if anything goes wrong mid-mission. Misc note: Once it pops, abandon this save and start Pass 2. |
Important
Before Leaving Balamb Garden for the Fire Cavern
- 🖥️ Interact with Squall's desk computer -> "Turn on the power" -> "Tutorials." Gives you Quezacotl and Shiva. Set Quezacotl's ability priority to Card (40 AP) first, set Shiva to I Mag-RF (30 AP). (Junction Mastery)
- ❤️ Love in the Library, Scene 1: In the library, talk to the girl sitting at the desk. Must be done before talking to Cid after Fire Cavern (the hard cutoff for Scene 1). Increments to 1/9
- 💬 SeeDlings No More, window 1 of 5: talk to the cafeteria students (table of three, near the Trepe Groupie) until they repeat themselves. Before the SeeD Field Exam. Increments to 1/5 (SeeDlings No More)
- 🪄 Draw and Stock Scan from a Bite Bug on the Alcauld Plains (I Put A Spell on You)
- 🪄 Draw and Stock Sleep from a Grat in the Training Center (I Put A Spell on You)
- 🔍 Scan Bite Bug: Alcauld Plains, Green Plains area (Know the Enemy) 1/61
- 🔍 Scan Glacial Eye: Alcauld Plains, Green Plains/Near Mountains area (Know the Enemy) 2/61
- 🔍 Scan Caterchipillar: Alcauld Plains, Forest area (Know the Enemy) 3/61
- 🔍 Scan Fastitocalon-F: Alcauld Plains, Beach area (Know the Enemy) 4/61
- 🔍 Scan Squall (Keeping Friends Closer) 1/11
- 🔍 Scan Quistis (Keeping Friends Closer) 2/11
- 📖 Pick up Occult Fan I from the library. It's the first stack of books, on the right. (Strange Reading). If Library Girl with a Pigtail is blocking you, return after the Fire Cavern with Zell in your party.
🍽️ Optional: the Cafeteria Lady (not needed for RA mastery). In the cafeteria, talk to the lady behind the counter (on the left) and choose "I'll lend an ear..." both times. This sets up a short scene with her son in Fisherman's Horizon on Disc 2. Skip it here and that scene never happens. It's flavor only, no achievement depends on it.
- ➡️ Next: save, then go to the front gate. Quistis joins you. Head east to the Fire Cavern.
Tip
Grind Opportunity
With fast-forward and cursor memory, you can draw 100 Cures, Fires, Blizzards, Thunders, Scans, and Sleeps very quickly for each character (same with any other time you want to draw to 100).
| Title | Guidance & Insights |
|---|---|
Strange Reading (3)
|
Obtain Occult Fan I from the Balamb Garden library. |
Important
Scans and Achievement Prep
- ⚔️ Kill Quistis outside the Fire Cavern. Make sure you don't hit any enemies, then run away. Preparation for Certified Loner. The tracking indicator appears when you enter the Fire Cavern if you did it correctly.
Fire Cavern scan checklist (all must be done before leaving):
- 🔍 Scan Red Bat (Know the Enemy) 5/61
- 🔍 Scan Buel (Know the Enemy) 6/61
- 🔍 Scan Bomb (Know the Enemy) 7/61
⚠️ Warning (no level-up): Red Bats, Buels and Bombs give EXP. Scan each once, then flee before anyone deals damage. Fleeing after a hit still gives EXP for the damage. Ifrit is a boss (0 EXP).
- 🔍 Scan Ifrit (Guardian Audit) 1/9
- If Pass 1 missed Earn the Burn, you can get it here instead: defeat Ifrit, then wait on the victory screen until the hidden timer has run out (it stops at 0:00) before continuing.
- ➡️ Next: after Ifrit, return to Balamb Garden. Change into your uniform in the dorm, go to the main hall for the exam briefing, then ride to Balamb harbor and board the boat to Dollet.
Warning
Scan Audit: After the Fire Cavern
- Keeping Friends Closer: 2/11
- Know the Enemy: 7/61
- Guardian Audit: 1/9
- Scanning for Insecurities: 10/144
| Title | Guidance & Insights |
|---|---|
Certified Loner (3)
|
Get through the Fire Cavern without accepting help from Quistis. Make sure she is dead the entire time. Fail Conditions - Quistis is alive/doing anything. Achievement Tracking - A Trigger Indicator is displayed upon entering the cavern. It disappears if Quistis's help is accepted. |
Note
On Pass 2 you're not going for 600 points (that was Pass 1). Focus on zero exam deductions, scans, and draws. You still want to have the highest score you reasonably can (don't talk to anyone, obey Seifer, etc), but not at the expense of other factors. You will have to run from random encounters for EXP reasons despite this lowering your score.
Important
Scans, Draws, and Prep
- ⬇️ Junction all GFs to Seifer (to split EXP so they don't level up from forced encounters) and give him all magic. Kill Squall and Zell in your first battle and have Seifer take all 5 random encounters alone. Make sure Seifer has scans. After Seifer leaves the party, check all GF levels immediately in the GF menu. (Junction Mastery)
Dollet
- 🔍 Scan Seifer: temporary party member during the exam, scan before it ends (Keeping Friends Closer) 3/11
- 🔍 Scan Zell when he joins (Keeping Friends Closer) 4/11
- 🔍 Scan G Soldier (forced and random encounters during exam) (Know the Enemy) 8/61
- 🔍 Scan Anacondaur (Know the Enemy) 9/61
- De Junction GFs from Seifer and junction all three to Squall, Zell, and Selphie.
- 🔍 Scan Elite Soldier (rare enemies) (Now You See Them, Now You Don't) 1/18
- 🔍 Scan Selphie (Keeping Friends Closer) 5/11
- 🔍 Scan Biggs: during the Biggs & Wedge fight, before either goes down (Analyze and Conquer) 1/45
- 🔍 Scan Wedge: same fight as Biggs (Analyze and Conquer) 2/45
- 🔍 Scan Elvoret at the top of the comm tower before drawing Siren (Analyze and Conquer) 3/45
-
⚠️ Draw Siren from Elvoret: missable GF (Draw Me Close) 1/6. - 🔍 Scan X-ATM092: during the escape chase, before it is destroyed or you reach the beach (Analyze and Conquer) 4/45
- ➡️ Next: after Elvoret you're ordered to withdraw, and X-ATM092 chases you down the mountain (below).
Important
X-ATM092: AP farming
X-ATM092 gives 0 EXP, so farm it here on your real run. Every escape lowers the exam score, but on this pass that doesn't matter. The AP goes to the GFs junctioned at the time (Squall, Zell and Selphie).
-
The forced Tower escape comes first: knock off about 20% of its HP (roughly 1,000), then flee.
-
Each time X-ATM092 catches you again, it's a separate battle: knock it to 0 HP to trigger self-repair, then flee (+50 AP). Do this four times -> 200 AP, Symphony of Destruction pops.
-
The fifth time it catches you, knock it down and don't flee, destroy it completely (+50 AP and a random GF ability item). War Machine pops.
-
Thunder magic and a Boosted Quezacotl knock it down quickly each cycle.
-
➡️ Next: reach the beach and board the boat. Back in Balamb Town the exam is over and you can talk to people again. Return to Balamb Garden for the results.
| Title | Guidance & Insights |
|---|---|
Symphony of Destruction (10)
|
Obtain 200 AP from X-ATM092: trigger its self-repair and escape, four times, across four separate re-encounters (50 AP each). X-ATM092 gives 0 EXP, so do this on the no-level-up run instead of Pass 1, where it would cost you the perfect Spirit score. Fail Conditions - Destroying X-ATM092 before the fourth escape. |
War Machine (10)
|
Destroy X-ATM092 completely, after its self-repairs are exhausted. Already popped if you did Pass 1. |
Warning
Scan Audit: After Returning from Dollet
- Keeping Friends Closer: 5/11
- Know the Enemy: 9/61
- Guardian Audit: 1/9
- Analyze and Conquer: 4/45
- Now You See Them, Now You Don't: 1/18
- Scanning for Insecurities: 20/144
Note
Progression
Progress through the story through the inauguration and secret training center room. You can draw Silences and Sleeps from Grats, Protects from the Raldos, and Sleeps, Blinds, and Shells from Granaldo.
Important
Inauguration & Training Center
- 📊 After the exam results on 2F, talk to Cid again to get the Battle Meter. If you miss it, talk to Cid in his office (3F) after the Timber briefing. That's the last chance before boarding the train to Timber (Combat Ledger) 1/3
- 🔍 Scan Grat in training center (Know the Enemy) 10/61
- 🔍 Scan T-Rexaur in training center (Know the Enemy) 11/61
- 🔍 Scan Raldo training center boss fight (Analyze and Conquer) 5/45
- 🔍 Scan Granaldo training center boss fight (Analyze and Conquer) 6/45
- Quezacotl should have learned Card by now (if not earlier). Make sure someone has Card junctioned.
- ➡️ Next: after the Granaldo fight, go back to your dorm and sleep. The next morning starts below.
Important
Around Garden
- 📖 Pick up Weapons Monthly, April Edition from Squall's dorm room (Completes From Shear to Serviceable)
- 💬 SeeDlings No More (window 2 of 5): talk to the cafeteria students until they repeat themselves. After exam results, before departing for Timber. (SeeDlings No More). Increments to 2/5
- 📖 If you didn't pick up Occult Fan I from the library before leaving for the Fire Cavern, you can do so now. It's the first stack of books, on the right. (Strange Reading). If Library Girl with a Pigtail is blocking you, speak to her with Zell in your party, get Love in the Library 2/9, leave Balamb Garden to the world map, and come back.
- ➡️ Next: go to the front gate for the Timber mission briefing.
| Title | Guidance & Insights |
|---|---|
From Shear to Serviceable (2)
|
Obtain Weapons Monthly, April Edition from Squall's desk in his new dorm room after the SeeD inauguration ceremony. |
Important
Cid: Magical Lamp, Diablos & the Seifer card
The morning after the inauguration, go to the front gate for the Timber mission briefing (Zell and Selphie join you).
- Talk to Cid to get the Magical Lamp. He's at the front gate right after the briefing, or in his office (3F) if you walked past him. Get it before the Timber mission (it's gone for good after that). (El Diablo)
- 🔍 Scan Diablos (Guardian Audit) 2/9
- Fight and obtain Diablos as a GF. Draw Demi during the fight. El Diablo pops
- 🃏 Go to Cid's office (3F) and win the Seifer card from him. Keep challenging him until he plays it (Seifer Gang Rise Up). If missed here: Cid still has it on Disc 3 at Edea's House.
- ➡️ Next: Garden is yours until you board the train, so grind and play cards below.
| Title | Guidance & Insights |
|---|---|
El Diablo (5)
|
Use the Magical Lamp (given by Cid) to fight and obtain Diablos as a GF. Draw Demi during the fight. Misc note: Learn Enc-None on Diablos as soon as you can (see the grinding table below). |
Seifer Gang Rise Up (5)
|
Win the Seifer card from Headmaster Cid. Easiest now, in his office (3F) after the Timber briefing. If missed: Cid still plays it on Disc 3 at Edea's House. Fail Conditions - Reaching Disc 4 without it. |
Note
Triple Triad Setup
After the Fire Cavern, it is possible for the Queen of Cards to have the trade rule "All". After returning to Balamb town after the SeeD Exam, challenge her to a match, look at what the trade rule is, and back out. If the trade rule was All, do not speak to her again. "All" can now appear in all other matches in the region. When you challenge other players, back out unless the rule is All.
Tip
Grinding Opportunity
While maybe not strictly necessary, I strongly suggest you take this opportunity to do some AP farming and Triple Triad. Now that you have the All ruleset and the Card ability, you have some more control and flexibility. Fastitocalon-F enemies give 3 AP per enemy and typically come in groups of 2. Card them until you have learned the following abilities (roughly in priority order for each GF and with roughly the same number of fights):
| GF | Ability | Required AP | Number of Enemies Required |
|---|---|---|---|
| Quezacotl | Card Mod | 80 | 27 |
| Quezacotl | T Mag-RF | 30 | 10 |
| Quezacotl | HP-J | 50 | 17 |
| Quezacotl | Vit-J | 50 | 17 |
| Shiva | Str-J | 50 | 17 |
| Shiva | Elem-Atk-J | 160 | 54 |
| Shiva | Vit-J | 50 | 17 |
| Ifrit | Str+20% | 60 | 20 |
| Ifrit | HP-J | 50 | 17 |
| Ifrit | Elem-Def-J | 100 | 34 |
| Siren | L Mag-RF | 30 | 10 |
| Siren | ST Med-RF | 30 | 10 |
| Siren | Tool-RF | 30 | 10 |
| Siren | Boost | 10 | 4 |
| Siren | Move-Find | 40 | 14 |
| Siren | Mag+20% | 60 | 20 |
| Diablos | Enc-Half | 30 | 10 |
| Diablos | Enc-None | 100 | 34 |
| Diablos | Time Mag-RF | 30 | 10 |
- Refine fish fins into Waters for an early Str boost
Even if you don't do the extensive grind here, it is strongly recommended you card-grind Diablos for Enc-Half, Enc-None and equip Enc-None immediately after. Diablos' Mug can also help against a few bosses, but you don't need it.
Important
Triple Triad in Balamb
- 🃏 Make sure the trade rule is All before you play anyone below (see Triple Triad Setup above) (Novice Collector, Beginner Collector)
- Card-grind Glacial Eyes along the mountains behind Balamb Garden until you get a Jumbo Cactuar card (you might have to remove your Str junctions to not one-shot) (House of Cards, Advanced Collector)
- Card-grind Bite Bugs in the plains until you get an Elvoret card (House of Cards, Advanced Collector)
- Card-grind Grats in the training center until you get a Shumi Tribe card (House of Cards, Advanced Collector)
- Card a T-Rexaur in the training center (House of Cards, Advanced Collector)
- Use these cards to defeat the running boy at TT in the entrance hall. Make sure the trade rule is "All" when you fight him. Repeat as much as you want, but don't stop until you get his MiniMog. (House of Cards, Advanced Collector)
- 🃏 In the cafeteria, play the guy in the back at the two-person table until you win his Quistis card. This completes Quistis' Subs
- 🃏 With Zell in your party, win the Zell card from Ma Dincht in Balamb Town (house near the docks) (Ma, I'm Home!). If missed here: Ma Dincht plays it any time on Discs 1-3 (Zell in party).
- 🌳 Pick up a Timber Maniacs issue at the Balamb Hotel or Train Station (Cover of a Magazine) 1/13
- 🃏 Play the gatekeeper with the All trade rule until you have all level 5 cards and trigger Novice Collector
- 🃏 Win a game with all 9 board cards in your color (Domination). The Balamb train conductor and Ma Dincht are easy targets (see the Domination entry in the table below).
- 🃏 Play the other people in Garden and Balamb Town with the All trade rule until you have all Level 1-4 monster cards and trigger Beginner Collector. See collapsible list below for who has which cards if you're target farming a level
- 🃏 If you've been following this, you almost certainly have this already, but make sure to accumulate 15 Triple Triad wins anywhere in Balamb Garden to unlock the CC Group quest on Disc 2. Cafeteria, library, and 2F classroom wins do NOT count toward this total. (Diamond Jack)
- 🃏 Win 20x Elnoyle cards from Trepe Groupie #1 (The Lion's Roar)
⚠️ Warning: Do not proceed until you've farmed at least 20 Elnoyle Cards from Trepe Groupie #1.You need this many to refine into 2x Energy Crystals, which you then refine into 20x Pulse Ammo. You need that on Disc 1 to get the Lionheart this early, and it's required for The Lion's Roar.
Trepe Groupie #1 only plays level 2 and 5 cards so this is the best place to farm. If you don't farm them before leaving for Timber, you can't come back until Disc 2, and the only players left on Disc 1 are in Galbadia Garden, where nobody plays only Level 2 and 5 cards.
- ➡️ Next: finish the Love in the Library scene below before you leave Garden.
Click to expand: Balamb Garden and Town Players
Balamb Garden
| Name | Card Levels | Rare Cards | Location/Additional Info |
|---|---|---|---|
| Trepe Groupie #1 | 2,5 | Quistis | Cafeteria, guy in the back |
| Friend Trepe Groupie #1 | 1-3 | --- | Cafeteria, guy in the front |
| Gatekeeper | 1-3,5 | --- | Gate Reception |
| Running Boy | 1-3 | MiniMog | Boy running in Main Halls |
| Trepe Groupie #2 | 1,3,5 | Quistis | 2nd Floor Classroom |
| Trepe Groupie #3 | 1,2,4,5 | Quistis | 2nd Floor Classroom |
| Cafetaria Lady | 1,2,4,5 | --- | Cafeteria behind counter |
| Guy on bench | 1-3 | --- | (Random) Right Main Hall |
| Walking Student Girl | 1,3,4 | --- | (Random) Hall to Library |
| Dark Skinned Student | 1,4 | --- | (Random) Hall to Library |
| Library Girl w/Pigtail | 1-3 | --- | Library, behind counter |
| Male Student in blue | 1,3-5 | --- | Library, middle of room |
| Sitting Student | 2-4 | --- | Library, Esuna Draw Screen |
| Talking Student Girl | 1-5 | --- | Library Reading Room |
| Boy in Infirmary Hall | 1-3 | --- | (Random)Hallway to Infirmary |
| Blonde Girl in Main Hall | 1-3 | --- | (Random) Main Hall |
| Girl with short pants | 1,2 | --- | (Random) Main Hall |
| 3 Girls Group | 1,2,4 | --- | Hallway to Dormitory |
| White Male Student | 1-3 | --- | 2nd Floor Hallway to Class |
| Right Girl Talking | 1,3,4 | --- | 2nd Floor Hallway to Class |
| Left Girl Talking (Blonde Sister) | --- | (Random) 2nd Floor Hallway to class | |
| Left Guy Talking (Brother of above girl) | --- | (Random) 2nd Floor Hallway to Class |
| Name | Card Levels | Rare Cards | Location/Additional Info |
|---|---|---|---|
| Ma Dincht | 1,2,4,5 | Zell | Zell's House (Playable after doing the SeeD Field Exam. Must have Zell in Party) |
| Girl in a band | 1,3,4 | --- | Entrance Screen (Disc 1) |
| Station Conductor | 1,2 | --- | Entrance of the Station |
| Galbadian Soldier | 1,2,4,5 | --- | Docks (Balamb Lockdown ONLY) |
| Hotel Owner | 4,5 | Pandemona | In front of the Hotel |
| Hotel Owner's Daughter | 1,3,4 | Pandemona | 1. Old Man House (Lockdown) 2. In front of the Hotel |
| Girl with dog | 1-5 | --- | (Random) Docks |
| Student skipping class | 3-5 | --- | (Random) Docks |
| Chef with red shirt | 1,2,4,5 | --- | Docks (After Lockdown) |
| Big Bad Rascal | --- | (Events) Dincht Living Room | |
| Girl sitting | 1,2,3 | --- | Entrance Station |
| Title | Guidance & Insights |
|---|---|
Quistis' Subs (5)
|
Win the Quistis card from a Trepie (Quistis fan club member) in Balamb Garden via Triple Triad. Trepies cluster near the cafeteria. It pops the moment you win it, and losing or card-modding the card afterward doesn't undo it. Fail Conditions - Failing to win the card at all, e.g. due to an Abolish rule spreading before you get to him. |
Ma, I'm Home! (5)
|
Win the Zell card from Ma Dincht in Balamb Town (house near the docks), with Zell in your party. Do it now. If missed: she plays it any time on Discs 1-3. Fail Conditions - Reaching Disc 4 without it. |
Novice Collector (5)
|
Obtain all Level 5 monster cards except PuPu (that's a Disc 3-4 UFO quest). Level 5 cards come from stronger TT opponents such as Headmaster Cid. Achievement Tracking - A Measured Indicator tracks collected cards. |
Beginner Collector (5)
|
Obtain all Level 1-4 monster cards. Play TT consistently in Garden and Balamb Town. Comes naturally with regular play. Achievement Tracking - A Measured Indicator tracks collected cards. |
Domination (5)
|
Win a Triple Triad game while owning all 9 cards on the board at the moment of victory. Confirmed approach: play a weak-decked opponent repeatedly, beating them until their strong cards are stripped away and they're forced to use low-value cards. Then close out a game using your own high-value cards (9s/A's: Ifrit, Sacred, Minotaur, and most GF/character cards roll high often). Avoid Random and Plus rule regions for this attempt. Easy targets: the Balamb train conductor, Ma Dincht (Balamb Town) and the card player on D-District Prison floor 11. |
Important
Before leaving Garden
- ❤️ Love in the Library, Scene 2: After receiving the Timber briefing from Cid, return to the library and talk to the pigtail girl in front of the first set of bookcases before departing for Timber. Increments to 2/9.
- ➡️ Next: head to Balamb Town for Queen of Cards Step 1 (below).
Note
👑 Queen of Cards 👑
Step 1 of 5
- Find the Queen of Cards in Balamb Town (near the train station) and save (House of Cards)
- Challenge her. Play 4 weak cards + your MiniMog card. Deliberately lose and let her take MiniMog. (House of Cards)
- Make sure the Queen of Cards goes to Dollet. She says where she's heading; if it isn't Dollet, reload and retry. (House of Cards)
- ➡️ Next: board the train to Timber at Balamb station.
Tip
Optional power grind
After getting your TT achievements, you likely have a bunch of extra cards that can be refined to grant you a significant power spike for this point in the game. See the list below for worthwhile refinements. If you want to grind for more of these cards to max out what you have, use the above list of players
Warning
Card-modding and the collection achievements. Once the CC Group quest is done, the Disc 4 CC Group will play back any rare card you've modded (see Managing Triple Triad Cards), so most mods are recoverable. The exceptions: don't mod these until the named achievement has popped:
Until House of Cards pops: Kiros, Irvine, Chubby Chocobo, Doomtrain, Phoenix
Never mod: PuPu. Nobody in the game plays it back.
Although you can get your rare cards back and not miss out on anything, you will be playing a lot of TT. You might consider not modding some of your one-off high level cards in order to make your life easier as you grind TT games throughout the run. At starting levels and very few battles, the game is easy enough that you don't actually benefit that much from having uber junctions.
Click to expand: Worthwhile Card Refinements
Refinements for Quistis' Limit Breaks (required for Substitutiary Locomotion)
| Card | Card Refine | Mag Refine | Card Level |
|---|---|---|---|
| Gesper | Black Hole | Degenerator | (Level 1) |
| 4x Malboro | Malboro Tentacle | Bad Breath | (Level 5) |
| 10x Ruby Dragon | Inferno Fang | Fire Breath | (Level 5) |
| 10x Behemoth | Barrier | Mighty Guard | (Level 5) |
| SAM08G | Running Fire | Gatling Gun | (Level 3) |
| Fastitocalon | Water Crystal | Aqua Breath | (Level 3) |
| Creeps | Coral Fragment | Electrocute | (Level 2) |
| Gayla | Mystery Fluid | Acid | (Level 1) |
| Tri-Face | Curse Spike | LV?Death | (Level 3) |
| Caterchipillar | Spider Web | Ultra Waves | (Level 1) |
Excellent Damage Refinements
| Card | Card Refine | Mag Refine | Card Level |
|---|---|---|---|
| Abyss Worm | Windmill | 20x Tornado (T Mag-RF) | (Level 3) |
| 10x Ruby Dragon | Inferno Fang | 20x Flare (F Mag-RF) | (Level 5) |
| Snow Lion | North Wind | 20x Blizzaga (I Mag-RF) | (Level 3) |
| Blitz | Dynamo Stone | 20x Thundaga (T Mag-RF) | (Level 4) |
| 3x Hexadragon | Red Fang | 20x Firaga (F Mag-RF) | (Level 4) |
| Fastitocalon (or 5x Fastitocalon-F Card) | Water Crystal | 50x Water (I Mag-RF) | (Level 3/1) |
| Thrustaevis | Shear Feather | 20x Aero (T Mag-RF) | (Level 2) |
| Bomb | Bomb Fragment | 20x Fira (F Mag-RF) | (Level 4) |
| Glacial Eye | Arctic Wind | 20x Blizzara (I Mag-RF) | (Level 2) |
| Creeps | Coral Fragment | 20x Thundara (T Mag-RF) | (Level 2) |
High Level/Specialized Refinements
| Card | Card Refine | Mag Refine | Card Level |
|---|---|---|---|
| Quistis* | 3x Samantha Soul | 180x Triple (Time Mag-RF) | (Level 10) |
| Zell* | 3x Power Wrist | (Level 10) | |
| Diablos* | 100x Black Hole | 3,000x Demi (Time Mag-RF) | (Level 9) |
| Gayla | Mystery Fluid | 10x Meltdown (ST Mag-RF) | (Level 1) |
| Tri-Face | Curse Spike | 10x Pain (ST Mag-RF) | (Level 3) |
| Armadodo (or 2x T-Rexaur) | Dino Bone | 20x Quake (Time Mag-RF) | (Level 3/4) |
| Mesmerize | Mesmerize Blade | 20x Regen (L Mag-RF) | (Level 2) |
| Tonberry (or Tonberry King) | Chef's Knife | 30x Death (L Mag-RF) | (Level 3/5) |
| Belhelmel | Saw Blade | 10x Death (L Mag-RF) | (Level 2) |
| Cockatrice | Cockatrice Pinion | 20x Break (ST Mag-RF) | (Level 1) |
| Forbidden | Betrayal Sword | 20x Confuse (ST Mag-RF) | (Level 3) |
| Anacondaur | Venom Fang | 20x Bio (ST Mag-RF) | (Level 2) |
| 4x Malboro | Malboro Tentacle | 40x Bio (ST Mag-RF) | (Level 5) |
| Gesper | Black Hole | 30x Demi (Time Mag-RF) | (Level 1) |
| Wendigo | Steel Orb | 15x Demi (Time Mag-RF) | (Level 4) |
| Torama | Life Ring | 20x Life (L Mag-RF) | (Level 4) |
| Elastoid | Steel Pipe | 20x Berserk (ST Mag-RF) | (Level 5) |
| Grendel | Dragon Fin | 20x Double (Time Mag-RF) | (Level 2) |
| Blood Soul | Zombie Powder | 20x Zombie (L Mag-RF) | (Level 1) |
| Imp | Wizard Stone | 5x Stop (Time Mag-RF) | (Level 4) |
| Caterchipillar | Spider Web | 20x Slow (Time Mag-RF) | (Level 1) |
| Grat/Buel/Jelleye | Magic Stone | 5x Haste (Time Mag-RF) | (Level 2) |
| Ochu | Ochu Tentacle | 20x Blind (ST Mag-RF) | (Level 3) |
| 10x Chimera | Regen Ring | 20x Full-Life (L Mag-RF) | (Level 5) |
Warning
Scan Audit: Inauguration and Pre-Timber
- Keeping Friends Closer: 5/11
- Guardian Audit: 2/9
- Now You See Them, Now You Don't: 1/18
- Know the Enemy: 11/61
- Analyze and Conquer: 6/45
- Scanning for Insecurities: 25/144
Important
Train to Timber & Laguna Dream Sequence 1
- 📖 Pet Pals #1 is given automatically by Zell on the way to Timber (Angelo Approved) 1/6
Laguna Dream Sequence 1 (remember to remove Enc-None if you have it, to get these scans):
⚠️ Warning (no level-up): Laguna, Kiros and Ward borrow your real characters' EXP records (Laguna is always Squall), so kills here count. Scan, then flee before anyone deals damage.
- 🔍 Scan Funguar (Know the Enemy) 12/61
- 🔍 Scan Laguna (Keeping Friends Closer) 6/11
- 🔍 Scan Ward (Keeping Friends Closer) 7/11
- 🔍 Scan Kiros (Keeping Friends Closer) 8/11
- ➡️ Next: after the dream you arrive in Timber. Follow the Forest Owls' contact to their base (a train).
| Title | Guidance & Insights |
|---|---|
He Falls in Love So You Don't Have To (3)
|
Complete the first Laguna dream sequence. Automatic story progression. |
Important
Forest Owls' Base & the Train Mission
- 🃏 Once the dream sequence is over, switch trains. Before "waking the princess", challenge Watts to TT and win Angelo. Timber uses the Galbadia-region Same rule, so this is also your first chance to trigger Same and win (Same Difference). Any later Same win in Timber or Galbadia works too.
- 📖 Pet Pals #2: found in Forest Owls' Base, in Rinoa's Room (on her bed). Right after the briefing and before talking to Watts to start the mission. (Angelo Approved) 2/6
- 🗡️ Complete train infiltration minigame with zero guard alerts across both train decouplings (Silent Running)
- Zell and Selphie's GFs have been dejunctioned after the dream sequence. Make sure to re-setup their junctions.
- 🔍 Scan Fake President before killing (Analyze and Conquer) 7/45
- 🔍 Scan Gerogero before killing (Analyze and Conquer) 8/45
- ➡️ Next: after the Gerogero fight, Watts drops you off in Timber. Head for the TV station.
| Title | Guidance & Insights |
|---|---|
Silent Running (5)
|
Complete the train infiltration minigame in Timber without alerting any guards. Gives +1 SeeD rank as a bonus. Time your movements between guards carefully. Save before starting. Fail Conditions - Alerting any guard during the minigame. Achievement Tracking - A Trigger Indicator is active during the minigame. It disappears if a guard spots you. |
A Train of Thought (5)
|
Complete the train mission in Timber. Automatic story progression. |
Same Difference (3)
|
Win a TT game after triggering the Same rule. Same is the Galbadia-region rule (Timber, Deling City, Galbadia Garden). Place a card sharing identical edge values with two adjacent opponent cards simultaneously. |
Important
Timber
- 📖 Pet Pals #3: buy at the Timber Pet Shop (Angelo Approved) 3/6
- 📖 Pet Pals #4: buy at the Timber Pet Shop (Angelo Approved) 4/6
- Pick up Girl Next Door in one of the stacks of books in the Timber Maniacs building. This will be needed for the Shiva card later (Advanced Collector)
- 🌳 Read a Timber Maniacs laying on the ground in the back room of the Timber Maniacs (Cover of a Magazine) 2/13
- 🔍 Scan Rinoa in the forced fight with the soldiers (Keeping Friends Closer) 9/11
⚠️ Warning (no level-up): that fight (down the stairs past the house next to the Timber Maniacs building) can't be fled, and G-Soldiers can't be carded. Break them (70% vulnerable); refine Softs into Break with Diablos's ST Mag-RF beforehand.
- ➡️ Next: after the TV station, get the train ticket from the soldier near the pub and board the Galbadia Garden train at the station. When it stops at East Academy, stay on and ride to Dollet (below).
| Title | Guidance & Insights |
|---|---|
Dead Air (5)
|
Complete the TV station mission in Timber. Automatic story progression. |
Important
Dollet revisit
When you get on the train to go to "East Academy", don't get off there. Take the train to Dollet station instead.
Dollet Overworld
- 🔍 Scan Geezard (Galbadia Continent overworld) (Know the Enemy) 13/61
- 🔍 Scan Adamantoise (Dollet Region overworld beaches) (Know the Enemy) 14/61
- 🔍 Scan Wendigo (Dollet Forests) (Know the Enemy) 15/61
Dollet
-
🃏 Abolish the Random TT rule from Dollet before it can spread. This involves RNG manipulation. (Master Collector)
- Save inside the Dollet hotel and hard reset the game.
- Leave the hotel and quickly come back
- Challenge the girl in green to TT three times. Decline the first two times and accept on the third. Quit once you are on the TT screen. You will either have abolished the Random rule or spread the Open rule (if you have it and it's not already in Dollet)
- Walk to Timber, challenge the guard outside the gates repeatedly until he stops asking to mix rules.
- If Random has been abolished already, stop here. Otherwise repeat steps 1-4. Your rules should now be Open, Same, Element, Trade Rule: All.
-
🃏 Win a game in Dollet with the Elemental rule in play (In Your Element)
-
🌳 Go to the pub. Upstairs pick up a Timber Maniacs on the table. (Cover of a Magazine) 3/13
-
🃏 Defeat the owner upstairs in a game of TT. You can win the Siren card here. If you don't get it, challenge him again in his private room until you have it. (Advanced Collector)
-
📖 Repeatedly examine the stack of books closest to the door to have a chance to pick up Occult Fan II. Re-enter the room to reset the books if it's not there. (Dig Deeper)
-
Complete A Dog and its Bone side quest. (Givin' the Dog a Bone)
- Find the Queen of Cards' son in her grandfather's house in dollet.
- Speak to the Queen of Card's son standing outside the house on the next screen
- Go inside and look at the painting
- Leave the house, Squall will notice the dog is gone. You need to travel to the location depicted in the painting that the son graffitied with the picture of the bone. Make your way back to the Town Square to find the dog on the right side of the screen. Interact with the dog and select "Look"
- Go back to the grandfather's house again and look at the painting again to see that the next one has been graffitied as well.
- Win back the MiniMog card from the Queen's son inside of his house.
- Speak to the son one more time and then head back to the entrance of the Pub to find the dog sitting outside. Check under the dog again.
- Go back to the grandfather's house one more time, check the painting, talk to the son, and then talk to the dog, which is now sitting just outside the house. Givin' the Dog a Bone pops.
- Spend a night in the Dollet Hotel. In the room, pick up an issue of Timber Maniacs. (Cover of a Magazine) 4/13
- In the town square, attempt to go up to the communication tower that is being blocked by the soldier. He will refuse you. Keep moving forward. Select "force your way up" when prompted. Select "yeah, and we're going to take you on" when prompted halfway up. Marvels of Galbadian Engineering pops.
- ➡️ Next: Queen of Cards Step 1.5 (below).
Note
👑 Queen of Cards 👑
Step 1.5 of 5
- Find the Queen upstairs in the pub and ask about her father. He has made a Kiros card from your MiniMog. You'll lose the Sacred card to her in Step 2. (House of Cards)
- The Kiros card is now held by the man in black in the Deling City Shopping Arcade.
- ➡️ Next: walk or drive back to Timber for its hotel and the journalist (below).
| Title | Guidance & Insights |
|---|---|
In Your Element (3)
|
Win a TT game with the Elemental rule active. Elemental spreads through Dollet region. Board squares have elements that boost or reduce card values. |
Dig Deeper (3)
|
Obtain Occult Fan II from the Dollet pub area. Grab on any Dollet revisit during Disc 1-2. |
Givin' the Dog a Bone (5)
|
Complete the Dollet Bone Quest with the Queen of Cards' son and his dog. Each time you check the painting in the grandfather's house, a new one has been graffitied with a bone: find the dog at the place it shows (the Town Square, then outside the pub, then just outside the house) and check under it. See the checklist above for the full order. |
Marvels of Galbadian Engineering (3)
|
After the SeeD exam, try to go back up the Dollet comm tower. When the soldier blocks you, choose "force your way up", then "yeah, and we're going to take you on" halfway up. Any Dollet visit on Disc 1-2. |
Important
Timber revisit
- 🌳 Return to Timber (walk or rent a car). Spend a night in the Timber Hotel. In the room, pick up an issue of Timber Maniacs. (Cover of a Magazine) 5/13
- 💬 Go to the Timber Maniacs building and talk to the man outside. Encourage him to become a journalist (choose "No way"). You must do this before the end of Disc 1. Collect the reward later, Disc 2 (Making Headlines)
- 🔍 Scan Cockatrice (Timber Forests) (Know the Enemy) 16/61
- 🔍 Scan Thrustaevis (Timber Plains) (Know the Enemy) 17/61
- 🪄 Draw and Stock Float from the same Thrustaevis (I Put A Spell on You)
- ➡️ Next: go to East Academy Station and enter the forest next to it. That starts the second Laguna dream.
Note
Optional head start: Crater Lake
The Obel Lake quest (Crater Lake) can't be finished until after the Lunar Base on Disc 3, but you can start it while you're here: at Obel Lake (near Timber), go to the tip of the small peninsula and hum until a voice asks you to find Mr. Monkey. Mr. Monkey is in the forest nearest Dollet; throw a rock at it and sing. The rest of the quest is in Disc 3 - The Ragnarok Open World.
Warning
Scan Audit: Timber and Dollet
- Keeping Friends Closer: 9/11
- Guardian Audit: 2/9
- Now You See Them, Now You Don't: 1/18
- Know the Enemy: 17/61
- Analyze and Conquer: 8/45
- Scanning for Insecurities: 37/144
Important
Centra Excavation Site (Dream Sequence #2)
Junctions and magic may be wonky. Spend a few minutes double-checking everyone looks right once you're in the dream sequence
⚠️ Warning (no level-up): kills here count for the real characters: Laguna = Squall, Kiros = Quistis, Ward = Selphie. Forced fights: some Esthar Soldiers on the screen after the start (Break them, 70% vulnerable), and at the exit one to five fights depending on how many traps you set. With every trap set (all 7 Thank Me Later steps) it's only two Cyborgs. Cyborgs can't be petrified (1%) and you don't have LV Down yet: remove the GFs, KO Laguna and Kiros (Squall and Quistis only have 499 EXP of room), and let Ward (Selphie, 999) take the kills. Flee from everything else before dealing damage.
- 🔍 Scan Esthar Soldier (Human) (Know the Enemy) 18/61
- 🔍 Scan Esthar Soldier (Cyborg) (Know the Enemy) 19/61
- 🔍 Scan Gesper (upper section) (Know the Enemy) 20/61
- 🔍 Scan Elastoid (Know the Enemy) 21/61
- 🔧 Take the right path, go down the ladder, and go left. Examine the metal pipes. (Thank Me Later) 1/7
- 🔧 Keep going all the way left to the three hatches. Tamper with the middle one. (Thank Me Later) 2/7
- 🔧 Go back the first screen. Take the left branch, go straight, down the ladder and search the left-hand pile of rubble. (Thank Me Later) 3/7
- 🔧 Go forward, tamper with the left hatch. Make your way all the way back around and tamper with the right hatch. Go right two screens, then up two screens. Inspect the bomb. Press the red switch. (Thank Me Later) 4/7, 5/7
- 🔧 Press the blue switch (Thank Me Later) 6/7
- 🔧 Go up the stairs to the next screen, follow the catwalk to the next screen. Push the boulder on the left. Thank Me Later pops. 7/7
- ➡️ Next: after the dream you wake in the Yaulny Canyon forest. Galbadia Garden is just west.
| Title | Guidance & Insights |
|---|---|
Thank Me Later (10)
|
As Laguna at the Centra Excavation Site (the future Lunatic Pandora), open all shortcuts, access to items + draw points, and trap doors. Pick up both keys, open all three trap doors (middle, then left, then right), set off both bombs (red then blue), and push the boulder right before the boss room Fail Conditions - Not completing any of the above - Pressing the blue switch before the red one (follow the checklist order) Achievement Tracking - A Measured Indicator tracks when each element is complete |
Unearthed (5)
|
Story progression on completion of Dream Sequence #2. Automatic. |
Important
Galbadia
Galbadia Overworld
- 🔍 Scan Blood Soul (barren terrain) (Know the Enemy) 22/61
- 🔍 Scan Belhelmel (barren terrain) (Know the Enemy) 23/61
- 🔍 Scan Ochu (forest behind you) (Know the Enemy) 24/61
- 🔍 Scan Grendel (forest behind you while touching cliffs) (Know the Enemy) 25/61
- Card grind Grendels until you have at least 4 Dragon Fangs. You will need these for your Lionheart save split coming up. (The Lion's Roar)
Galbadia Garden
- 🃏 Work through the story until Irvine joins. Then take the NE exit from the main hall, enter the right-hand door. Challenge the girl with the red scarf. Decline to play until she no longer wants to mix rules. She has every Level 6 boss card so grind wins on her (with the All rule, as always) until you have every level 6 card. Competent Collector pops
- 🃏 Across the hall from the girl with the scarf and in the next room is a hockey exchange student from Trabia. This is your first exposure to the Plus rule. Play him and activate the rule for I Like to Math
- ➡️ Next: once Irvine has joined and you're done in Galbadia Garden, buy a ticket at the nearby station and take the train to Deling City.
| Title | Guidance & Insights |
|---|---|
Competent Collector (5)
|
Obtain all Level 6 Boss cards. Achievement Tracking - A Measured Indicator tracks collected cards. |
I Like to Math (3)
|
Win a TT game after triggering the Plus rule. Plus is a Trabia-region rule. On Disc 1 the Trabian exchange student in Galbadia Garden brings it with him. Set up two cards sharing edges with matching sums when Plus is active. |
Warning
Scan Audit: Dream Sequence #2, Galbadia
- Keeping Friends Closer: 9/11
- Guardian Audit: 2/9
- Now You See Them, Now You Don't: 1/18
- Know the Enemy: 25/61
- Analyze and Conquer: 8/45
- Scanning for Insecurities: 45/144
Important
Deling City
- 🌳 Stay at the Galbadia Hotel. Spend a night. In the room, pick up an issue of Timber Maniacs by the middle bed. (Cover of a Magazine) 6/13
- 🃏 Go down one screen past the hotel and play TT against the man in black on the left hand side of the road. Keep playing him until you win the Kiros card. Blood Pain pops.
Overworld
- 🔍 Scan Irvine. Leave Deling City and get into a battle. (Keeping Friends Closer) 10/11
- 🔍 Scan Abyss Worm. (Work your way to the Desert). (Know the Enemy) 26/61. Chimera also appears in Galbadia's deserts but is extremely rare, so scan it in Kashkabald Desert on Disc 2 instead.
- ➡️ Next: go to Caraway's Mansion. The guard sends you for a student ID number at the Tomb of the Unknown King, on a cape north-east of Deling City.
Important
Tomb of the Unknown King
- 🔍 Scan Blobra (also available Balamb MD Level later if missed) (Know the Enemy) 27/61
- 🔍 Scan Armadodo (Know the Enemy) 28/61
- 🔍 Scan Sacred: only need to scan one of the two Sacreds (Guardian Audit) 3/9
- 🔍 Scan Minotaur before killing: MISSABLE (Guardian Audit) 4/9
- ⚔️ Defeat the Brothers (Sacred and Minotaur) (To Tame a Land)
- ➡️ Next: read the ID number off the sword inside the Tomb and write it down. Before going back to Deling City, go to Dollet for Queen of Cards Step 2 (below).
| Title | Guidance & Insights |
|---|---|
Blood Pain (5)
|
Win the Kiros card from the man in black in the Deling City Shopping Arcade. "[QoC]" in the title means the Queen of Cards quest: the card only exists once you've done QoC Step 1 (lost your MiniMog card to the Queen and she took it to Dollet). If missed: he keeps it through Disc 3. Fail Conditions - Not having done QoC Step 1, Reaching Disc 4 without it. |
To Tame a Land (5)
|
Obtain the Sacred and Minotaur GFs by defeating the Brothers boss in the Tomb of the Unknown King. |
Note
👑 Queen of Cards 👑
Step 2 of 5 (after the Tomb of the Unknown King)
- You now have the Sacred card from defeating Brothers in the Tomb.
- Find the Queen of Cards back in Dollet and save. (House of Cards)
- Challenge her. Play 4 weak cards + your Sacred card. Deliberately lose. (House of Cards)
- She must travel to Balamb. Reload if she goes elsewhere. After each reload, challenge her and refuse one more time than on the last attempt before playing. (House of Cards)
- Win back the Sacred card from the Queen's son in Dollet. (House of Cards)
- ➡️ Next: Return to Deling City.
Warning
Scan Audit: Deling City & Tomb of the Unknown King
- Keeping Friends Closer: 10/11
- Guardian Audit: 4/9
- Now You See Them, Now You Don't: 1/18
- Know the Enemy: 28/61
- Analyze and Conquer: 8/45
- Scanning for Insecurities: 51/144
Important
Disc 1 Lionheart
- First, create a new save. You can't keep the Lionheart you're about to build. (The Lion's Roar, Heart of a Lion)
- Refine the 20 Elnoyle Cards you farmed from Trepe Groupie #1 in Balamb Garden into 2x Energy Crystals. To refine the Energy Crystals into Pulse Ammo, Ifrit needs to be Lv10 to learn Ammo-RF. You need the new save because leveling Ifrit for this step invalidates Junction Mastery. Dragon Fangs and Adamantine can be farmed without permanently locking you out of other achievements, but Pulse Ammo can't. At least not on Disc 1. Go level grind (!) until Ifrit is level 10, and AP grind until he learns Ammo-RF. Then refine your Energy Crystals into 20x Pulse Ammo
- You should already have 4x Dragon Fangs from card grinding Grendels earlier. If not, do that now: hug the cliff wall in the small forest near Timber/Galbadia border. Grendels always spawn there. If you're doing this at this point, you can just kill them. But be careful and stay below Lv20. At Lv20+ Grendels drop Dragon Fin instead of Dragon Fang. (The Lion's Roar, Heart of a Lion)
- Card Mod the Minotaur card -> 1x Adamantine. You would have been able to retrieve this card in Disc 4 if you were keeping this save...but you're not. (The Lion's Roar, Heart of a Lion)
- Forge Lionheart at any weapon shop -> The Lion's Roar and Heart of a Lion pop
- ⚔️ Optional, before reloading: go for Lion Heart (it needs this weapon). Get Squall to low HP (Aura helps), land all 7 Renzokuken hits, and hope for the Lion Heart finisher. The finisher is random, so treat this as a bonus attempt (you'll get more chances once you build the Lionheart on your real save).
- Reload your pre-branch save: verify the tracker for Junction Mastery is visible again.
- ➡️ Next: back on your real save, go to Deling City, give the guard at Caraway's Mansion the ID number, and follow Caraway around the city to learn the plan.
| Title | Guidance & Insights |
|---|---|
The Lion's Roar (10)
|
Obtain Squall's Lion Heart on Disc 1. Party must stay below level 20 to get Dragon Fangs from Grendels. Materials: 1x Adamantine, 4x Dragon Fang, 12x Pulse Ammo Step 1 (Pulse Ammo): Farm 20 Elnoyle cards from Trepe Groupie #1 (Balamb Garden cafeteria, the guy at the back of the table). Expect 100-150 TT games. Card Mod 10 Elnoyles -> 1 Energy Crystal. Ammo-RF each Crystal -> 10 Pulse Ammo, so 2 Crystals give 20 (you need 12). (Ifrit must be Lv10 for Ammo-RF.) Step 2 (Dragon Fangs): Hug the cliff wall in the small forest near the Timber/Galbadia border. Grendels always spawn there. Use Card to kill without EXP. They only drop Dragon Fangs below Lv20. Step 3 (Adamantine): Card Mod the Minotaur card -> 1 Adamantine. Forge the Lionheart at any weapon shop. Then reload your save to recover the Minotaur card. Fail Conditions - Party levels reach 20+ before Dragon Fangs are obtained (Grendels drop Dragon Fin instead at Lv20+). Achievement Tracking - Pops when the Lionheart appears in Squall's weapon slot at the weapon shop. |
Heart of a Lion (5)
|
Obtain Squall's Lionheart at any point in the game. Pops alongside The Lion's Roar if done on Disc 1. If missed on Disc 1, craft it any time materials are available. |
Lion Heart (5)
|
Get a 7-hit Renzokuken finishing with the Lion Heart finisher. Needs the Lionheart weapon equipped: land all 7 hits, and the finisher that follows is random, so keep trying at low HP + Aura for frequent limit breaks. First chance: the Disc 1 Lionheart branch save. |
Important
Deling City: the assassination
- Return to Deling City and progress the story until you're in the sewers. (Know the Enemy, Analyze and Conquer)
Deling City scan checklist:
When you have control of Rinoa, go down the sewers before advancing. Make sure she has some scans
⚠️ Warning (no level-up): the sewers are full of Red Bats with almost no HP, and one hit kills them for EXP. Scan what you need, then keep Enc-None on or flee before attacking.
- 📖 Pick up Weapons Monthly, May Edition (Cut Above Standard) (all the way to the left of where you started)
- 🔍 Scan Creeps in the Deling City sewers (Know the Enemy) 29/61
- Set up your junctions so that you only have tier 1 magic junctioned (no -ra/-ga spells in any junction slot), and only one GF per person. (Know the Enemy, Analyze and Conquer)
- 🔍 Scan Iguion: MISSABLE, must scan before killing them. (Analyze and Conquer) 9/45
-
⚠️ Draw Carbuncle from an Iguion before finishing the fight: missable GF (Draw Me Close) 2/6. - Defeat both Iguions simultaneously with the above setup (Statues in a Gallery)
- 🔍 Scan Seifer (1): MISSABLE boss (Analyze and Conquer) 10/45
- 🔍 Scan Edea (1): MISSABLE (Analyze and Conquer) 11/45
- Shoot Edea 50 times in a single Irvine limit break (Watch My Clips)
- ➡️ Next: after the Edea fight, Disc 1 ends.
| Title | Guidance & Insights |
|---|---|
In Charge of a Mess (3)
|
Story progression during the parade assassination sequence. Automatic. |
Cut Above Standard (2)
|
Obtain Weapons Monthly, May Edition from the Deling City Sewers during the assassination arc. If missed: when Squall and Irvine reach the car with the crates during the parade, go down the same sewer and pick it up before climbing the crates. Fail Conditions - Climbing the crates as Squall without it. |
Statues in a Gallery (5)
|
Defeat both Iguions simultaneously using only tier 1 magic junctioned (no -ra/-ga spells in any junction slot), level cap 19, one GF per person. Both must die in the same damage instance, so use a GF that hits all enemies or a limit break that hits all targets. Draw Carbuncle from an Iguion before finishing. Fail Conditions - Having any tier 2+ magic (Fira, Blizzara, Thundara, or higher) in any junction slot, Either character above Lv19, Killing the Iguions sequentially. Achievement Tracking - A Trigger Indicator is active when all level and junction conditions are met upon entering the fight. If it is not visible, check all junction slots for any non-tier-1 magic. |
Watch My Clips (5)
|
During the first fight with Edea, shoot her 50 times in a single Irvine limit break. Trigger Irvine's Shot limit break (low HP + Aura item), spam the fire button for the entire duration. Let Squall and Rinoa fall so Irvine is alone for more frequent limits. Fail Conditions - The limit break ends with fewer than 50 shots. Trigger Irvine's limit break again next opportunity and continue. Achievement Tracking - A Measured Indicator tracks shots fired (X/50) during the limit break. |
The Sniper's Promise (5)
|
Survive your first encounter with the Sorceress. Automatic as long as you don't game-over in this battle. |
Warning
Scan Audit: The Assassination
- Keeping Friends Closer: 10/11
- Guardian Audit: 4/9
- Now You See Them, Now You Don't: 1/18
- Know the Enemy: 29/61
- Analyze and Conquer: 11/45
- Scanning for Insecurities: 55/144
Important
Winhill Dream Sequence
You wake up as Laguna in another dream sequence
⚠️ Warning (no level-up): Bite Bugs and Caterchipillars roam here, and kills count for the real characters behind Laguna's party (Laguna is Squall). Keep Enc-None on, or flee before dealing damage.
- 💬 Go to the pub. During the conversation with Kiros, ask him about Julia. The Song Was Never Yours pops
- 🗺️ Go south from the town square then east on the next screen. Follow the path to the yellow flowers by the truck. There is a hidden Reflect draw point here. 🪄 Draw from it to pop Invisible Value. This also registers Reflect (I Put A Spell on You).
- ➡️ Next: finish the dream: return to the pub (upstairs), then the house upstairs. Squall wakes up in D-District Prison.
| Title | Guidance & Insights |
|---|---|
The Song Was Never Yours (2)
|
As Laguna in Winhill, select the dialogue option to ask Kiros about Julia when prompted. Fail Conditions - Choosing a different dialogue response or advancing past the prompt. |
Invisible Value (3)
|
As Laguna in Winhill, go south from the town square, then east on the next screen, and follow the path to the yellow flowers by the truck. The Reflect draw point there is invisible, so draw from it. Fail Conditions - Completing the Winhill dream without finding the draw point. |
Important
D-District Prison
- Make sure that Zell has Magic junctioned as well as scan and break
- 🔍 Scan Guard: MISSABLE, only available here (Know the Enemy) 30/61. This battle can't be run away from. Use break after you scan.
- 🔍 Scan Biggs (2): MISSABLE, different scan entry from Biggs (1) (Analyze and Conquer) 12/45
- 🔍 Scan Wedge (2): MISSABLE, different from Wedge (1) (Analyze and Conquer) 13/45
- 🔍 Scan GIM47N (Know the Enemy) 31/61
- 🔍 Scan GIM52A (Know the Enemy) 32/61
- 📖 Go to the bottom of the prison (level 1). The right-hand cell has Combat King 001: MISSABLE, prison is not revisitable (So Long and Thanks for the Punch)
- 📊 Beat the prisoner on Floor 10 at Triple Triad to receive the Character Report. Requires the Battle Meter already obtained (Combat Ledger) 2/3
- ➡️ Next: escape the prison. You end up in the Galbadia desert, where the party splits (below).
Note
Post-Prison
⚠️ Make sure Zell is in the party going to Balamb or you will lock yourself out of Love in the Library- Once you have control of Selphie's team, drive back to Deling City instead of going straight to Missile Base. Return to General Caraway and play him in Triple Triad using your Ifrit card. Intentionally lose and he will take it. He now has a chance to play his Rinoa card. Keep playing him until he does, and win it from him. Eyes on Her pops.
- ➡️ Next: Go to Missile Base
| Title | Guidance & Insights |
|---|---|
So Long and Thanks for the Punch (3)
|
Obtain Combat King 001 from the right-hand cell on the bottom floor (level 1) of D-District Prison during the escape sequence. Fail Conditions - Escaping the prison without finding this magazine. The prison is not revisitable. |
No Way But Up (5)
|
Escape D-District Prison. Automatic story progression. |
Eyes on Her (5)
|
Win the Rinoa card from General Caraway in Deling City, but only after losing the Ifrit card to him first. Challenge Caraway, deliberately let him win the Ifrit card, then re-challenge to win Rinoa's card. Available Disc 2-3. Fail Conditions - Losing the Ifrit card by another method (card-modding it, etc.) before doing this. |
Important
Missile Base
- For Sabotage with a Smile you need a perfect score of 200. Do all of the below or you'll lose points and lock yourself out.
- When giving information to the two inspectors/soldier in the missile hangar: give the correct information (i.e., tell them "...to go on ahead") (Sabotage with a Smile)
- At any "talk your way out" vs "fight" prompt: always talk your way out (this doesn't apply to fights the game forces on you). (Sabotage with a Smile)
- When setting the self-destruct timer: choose 10 minutes (Sabotage with a Smile)
- The very first "walk by quietly / sneak by / act casual" prompt at the card reader is flavor-only and safe to answer however you like.
- Beat BGH251F2. With all of the above right, Sabotage with a Smile pops in the cutscene right after the fight.
- 👀 Strictly Business: at the missile targeting control panel, after pushing the launcher into position:
- Select "Equipment" from the panel menu.
- Hold CANCEL + TALK simultaneously and press Up or Down
- A Galbadian Soldier and Elite Soldier appear dancing on the monitor
- Do this before exiting the control panel after setting the error ratio. If you set the error ratio and exit the menu you can't go back in, locking you out of this achievement
⚠️ Warning (no level-up): The fight against Base Leader + 2 Base Soldiers before BGH251F2 cannot be avoided and the enemies are immune to Break and Card. To gain minimum EXP: unequip all GFs from all characters except for your farthest-from-leveling GF so you can cast magic. Have that character scan the enemies. Make sure the base leader and one base soldier are killed first. Kill the characters who killed those two enemies. Have the third character kill the final enemy.
- 🔍 Scan Base Soldier: MISSABLE (Now You See Them, Now You Don't) 2/18
- 🔍 Scan Base Leader: MISSABLE (Now You See Them, Now You Don't) 3/18
- 🔍 Scan BGH251F2 (1): MISSABLE boss (Analyze and Conquer) 14/45
- ➡️ Next: after the base blows up, the view switches to Squall's team arriving at Balamb Garden.
| Title | Guidance & Insights |
|---|---|
Strictly Business (3)
|
At the missile targeting control panel, after pushing the launcher into position: select "Equipment", hold CANCEL + TALK and press Up or Down. A Galbadian Soldier and Elite Soldier appear dancing on the monitor. Do this before setting the error ratio. Once you exit the panel you can't go back in. |
Selphie, Saboteur (5)
|
Complete the missile base mission. Automatic story progression. |
Sabotage with a Smile (5)
|
Receive the maximum 200 SeeD experience from the missile base mission. The mission starts at 200 and only loses points. Fail Conditions - Any wrong info, any voluntary fight, or any timer setting other than 10 minutes. |
Important
Balamb Garden Revolt
- For Student Body Count you need 13 completions across 7 areas: in each area, beat the monster the Garden Faculty summons, then collect the reward from the person there. The elevator and directory are out, so walk the 1F ring clockwise from the main hall. The Faculty fight before the front gate and the Mega-Potion from the student at the gate do not count toward the 13. None of the 7 areas is forced, so do not take the elevator up to Cid until Student Body Count has popped.
⚠️ Card or Break every Faculty monster instead of killing it.- Exception (Granaldo): the Infirmary fight is against a Granaldo that cannot be carded or petrified and, unlike the Disc 1 Granaldo boss, does give EXP. Use the same strategy as the previous forced-EXP fight to avoid level ups. Alternatively, you can save on the overworld, go through all of the below, wait for Student Body Count to pop, and then reload. I didn't find this necessary as I had plenty of clearance in my party and GF exp, but it's an option.
- ⚔️ Infirmary: beat the Faculty's monster in the hallway outside (Student Body Count) 1/13
- 💬 Infirmary: talk to Dr. Kadowaki for an Elixir (Student Body Count) 2/13
- ⚔️ Quad: walk up to the Faculty and beat his Bomb + Glacial Eye (sometimes there's no fight). The SeeDs appear afterward (Student Body Count) 3/13
- 💬 Quad: on the stage, talk to the back-most male SeeD for an X-Potion (Student Body Count) 4/13
- ⚔️ Cafeteria: beat the Faculty's Bomb (Student Body Count) 5/13
- 💬 Cafeteria: talk to the 2nd girl from the left twice for Gysahl Greens (Student Body Count) 6/13
- ⚔️ Dormitory: beat the Faculty's Caterchipillar. No reward here (Student Body Count) 7/13
- ⚔️ Parking Lot: beat the Faculty's Grendel. If you are doing this the no-EXP way, note the Grendel has 80% resistance to petrify, so card him or be patient with your breaks. (Student Body Count) 8/13
- 💬 Parking Lot: go inside and talk to the upper SeeD for a Tent (Student Body Count) 9/13
- ⚔️ Training Center: help the students, then beat the Faculty's T-Rexaur (Sleep or Blind it) (Student Body Count) 10/13
- 💬 Training Center: talk to the SeeD for a Remedy (Student Body Count) 11/13
- ⚔️ Library: beat the Faculty's Grat (Student Body Count) 12/13
- 💬 Library: with Zell in your party, talk to the girl with pigtails for a Mega Phoenix (without Zell you only get a Remedy). 13/13: Student Body Count pops.
- Love in the Library also increments to 3/9 here if you have Zell in your party.
⚠️ Warning (If you reloaded after completing Student Body Count, go to the library): ❤️ Love in the Library, Scene 3: must have Zell in your party and visit the library. A scene triggers with the library girl. If Zell is not in your party you receive a lesser reward and miss the scene count, locking you out of this achievement. Increments to 3/9.
-
Once all 13 are done, return to the main hall, follow Xu to the end of the 2F hallway, then take the elevator up to Cid. Progress story until you are on MD level
-
🔍 Scan Tri-Face: MD Level encounters. If missed: Galbadia Garden's main hall later on Disc 2, or the Island Closest to Heaven (Know the Enemy) 33/61
-
🔍 Scan Oilboyle: MISSABLE, only available during the MD Level revolt sequence (Analyze and Conquer) 15/45
-
💬 SeeDlings No More (window 3 of 5): once Garden is mobile and you're back in control in your dorm, go to the cafeteria and talk to the students until they repeat themselves (SeeDlings No More). This window closes when Garden reaches Fisherman's Horizon. Increments to 3/5.
-
🃏 Defeat CC Group's Jack - He can be challenged in the main hall from now on (Disc 2, with 15 Garden TT wins). (Diamond Jack)
-
🃏 Defeat CC Group's Joker - He can be challenged in the Training Center on the boardwalk to your right after first entering. Exit and re-enter if he's not there. You need to speak to him several times for him to play you. He also gives you the last combat ledger upgrade needed for Combat Ledger, which also pops here (Defeated Clown).
-
🃏 Win the Leviathan Card from CC Joker - If you don't get it in your first win, keep playing him until he plays it. (Superior Collector)
-
🃏 Defeat CC Group's Club - After beating Jack, he has a chance to wander the halls in the back of the garden (the entrances to the cafeteria, dorm, and garage) (Knight of the Club)
-
🃏 Defeat CC Group's Diamond - The twins can be found in the lobby, walking as a pair. Challenge them once they get to the directory after you defeat Club. They also have the Ultima weapon card if you're trying to fill out your card list as early as possible. (Diamonds Are a Girl's Best Friend)
-
🃏 Farm CC Group Diamond until you have all Level 7 Cards - Intermediate Collector pops.
After Balamb Garden is mobile, go to B1F
Make sure you only have one GF junctioned per party member or you can't complete Relentless
- ⚔️ Manage the orbs in the NORG fight so you can complete Relentless. See the table below for strategy.
- 🔍 Scan NORG Pod: MISSABLE, scan before NORG himself (Analyze and Conquer) 16/45
- 🔍 Scan Left Orb: MISSABLE, scan before defeating NORG (Analyze and Conquer) 17/45
- 🔍 Scan Right Orb: MISSABLE, scan before defeating NORG (Analyze and Conquer) 18/45
- 🔍 Scan NORG: MISSABLE (Analyze and Conquer) 19/45
-
⚠️ Draw Leviathan from Norg's exposed body: missable GF (Draw Me Close) 3/6. Damage the pod first to expose Norg, then draw before killing. - 🃏 Defeat CC Group's Spade - Available after the NORG fight. He sits near the elevator in the 2F Hallway; if he isn't there, ride the elevator down and back up. (Ace of Spades)
- ❤️ Love in the Library, Scene 4 (Conceited SeeD): after NORG, Squall goes to the library alone to find Ellone. Talk to the Conceited SeeD when he's speaking to the dark-skinned library committee girl behind the counter. Squall must be alone for this one. Increments to 4/9.
- ➡️ Next: Leave Balamb Garden through 2F and go to Fisherman's Horizon
Warning
Scan Audit: Winhill, Prison, Missile Base, & Garden Revolt
- Keeping Friends Closer: 10/11
- Guardian Audit: 4/9
- Now You See Them, Now You Don't: 3/18
- Know the Enemy: 33/61
- Analyze and Conquer: 19/45
- Scanning for Insecurities: 69/144
| Title | Guidance & Insights |
|---|---|
Student Body Count (5)
|
During the Balamb Garden revolt, defeat all monsters summoned by Garden Faculty and collect all rewards. The achievement tracks 13 distinct completions across 7 areas. Every area except the Dormitory has two separate parts (defeat the monsters and collect a specific reward item). Do not rush to the MD Level. The game doesn't force you through most of these, so it's easy to skip several by accident. Fail Conditions - Missing any Faculty-summoned monster group or reward pickup. Achievement Tracking - A Measured Indicator tracks progress out of 13. |
Full Steam Ahead (5)
|
Visit the MD Level and transform Balamb Garden into mobile mode. Automatic story progression. |
Diamond Jack (4)
|
Defeat CC Group member Jack (1st) in the Garden main hall near the elevator. Requires 15 prior Triple Triad wins anywhere in Balamb Garden (Cafeteria, Library, and 2F Classroom games don't count), once you're on Disc 2 or 3. Fail Conditions - Missing the chain before end of Disc 3. |
Defeated Clown (4)
|
Defeat CC Group member Joker. Playable any time after defeating Jack. He isn't locked to a fixed slot in the chain. Balamb Garden Training Center, on the bridge right of the first screen. Re-enter the screen if he doesn't spawn. Fail Conditions - Missing the chain before end of Disc 3. |
Combat Ledger (5)
|
Obtain all three battle-tracking reports Battle Meter (1/3): awarded by Headmaster Cid on 2F after the exam results (Disc 1). If missed, talk to him in his office (3F) after the Timber briefing (last chance before the Timber mission). - Character Report (2/3): from a prisoner in D-District Prison, Floor 10, after defeating him in Triple Triad (Disc 2). Requires the Battle Meter first. - GF Report (3/3): from defeating CC Joker in the Balamb Garden Training Center. |
Knight of the Club (5)
|
Defeat CC Group member Club (next in the fixed line after Jack): back part of the 1F circle, near the Dormitory exit. Look for a SeeD walking around. Fail Conditions - Missing chain before end of Disc 3. |
Diamonds Are a Girl's Best Friend (5)
|
Defeat CC Group member Diamond, after Club: main hall, a pair of twin girls. Wait for them to stop walking before challenging either one. Fail Conditions - Missing chain before end of Disc 3. |
Intermediate Collector (5)
|
Obtain all Level 7 Boss cards. Achievement Tracking - A Measured Indicator tracks collected cards. |
Relentless (5)
|
Defeat Norg without either pod orb turning red. Orb mechanic: each orb cycles blue -> yellow -> red on its own each turn, and only attacks while red. Hitting an orb once while it's yellow resets it to blue. Strategy: assign two characters to "orb duty" and one character to everything else (scanning, drawing Leviathan, damage to NORG). Characters on orb duty should watch for either orb turning yellow and hit it once, swapping only if both go yellow at the same time. The non-orb character should scan/draw and then attack Norg's Pod/Norg directly. NORG's body is weak to wind, so consider junctioning Aero to Elem-Atk-J on the attacking character, since you can only have one GF. Fail Conditions - Either orb changing to red at any point during the fight. Achievement Tracking - A Trigger Indicator is active while the no-red condition is maintained. |
Ace of Spades (5)
|
Defeat CC Group member Spade, after Diamond: 2F Hallway near the elevator, available after the NORG fight (B1F). If he isn't there, ride the elevator down and back up. Fail Conditions - Missing chain before end of Disc 3. |
Important
Fisherman's Horizon: before the Mayor
- 🎣 Master Fisherman's Quest, Part 1:
⚠️ must finish before going upstairs in the FH Mayor's House, or you fail the achievement: (The Five Pound Bass)- Climb the hidden ladder by the water tank and follow the path left. Talk to the Master Fisherman and answer "I'm sorry...it's our fault" (you will receive Occult Fan III) (The Five Pound Bass)
- Talk to him again. Follow the path right, past the solar panels and into the residential area (do not go down the panels and into the mayor's house) (The Five Pound Bass)
- Go right across the dock and speak to the pupil (the boy in the boat) three times. Answer "Sort of", then "I saw him", then "I was...kind of...impressed". Keep talking to him until he stops casting. (The Five Pound Bass)
- 🌳 Pick up a Timber Maniacs issue upstairs in the FH Hotel (inn/item shop building by the tracks) (Cover of a Magazine) 7/13
- 🌳 Pick up a Timber Maniacs issue in Grease Monkey's House (the shack by the abandoned station) (Cover of a Magazine) 8/13
- 🃏 At the bottom of the solar panels, defeat Martine in Triple Triad and win back the Ifrit card you lost to General Caraway (Advanced Collector)
- 🃏 Enter the mayor's house. Win the Irvine card from the mayor's wife (Flo) on the second floor. She only plays this card if you lost the Sacred card to the Queen of Cards (QoC Step 2). (Lone Sharpshooter) pops
- 🃏 Defeat the mayor in Triple Triad and win his Quezacotl card (Advanced Collector)
- 🃏 FH card players use the Sudden Death rule. Keep playing until a game ties 5-5, then win the sudden-death rematch (Final Flip Finale)
- 🔮 Upstairs in the mayor's house is an invisible Ultima draw point (your first source of Ultima) (I Put A Spell on You)
- ➡️ Next: when you're done, head back towards the Garden. Galbadian soldiers arrive and the fight on the tracks begins.
| Title | Guidance & Insights |
|---|---|
Lone Sharpshooter (5)
|
Win the Irvine card from Flo, the Mayor's wife, in Fisherman's Horizon. She only carries it once you've lost the Sacred card to the Queen of Cards (QoC Step 2). Do it on this first visit. If missed: Flo keeps it, and FH can be revisited any time on Discs 2-3. Fail Conditions - Reaching Disc 4 without the card. |
Final Flip Finale (5)
|
Win a TT game in sudden death (a 5-5 tie goes to coin flip for a bonus card). You can't force it, so play with closely matched opponents until a tie occurs. |
Important
Battle on the Big Bridge
⚠️ Warning (no level-up): the forced Elite Soldier + 2x G-Soldier fight at the abandoned station can't be fled, and soldiers can't be carded. Break the G-Soldiers (70% vulnerable) and the Elite Soldier (35%, so keep casting, and high Mag helps). On the tracks, GIM47N can only be carded (immune to Petrify), SAM08G can be carded or Broken, and soldiers only Broken. Or just flee before dealing damage.
- 🔍 Scan SAM08G on the tracks (Know the Enemy) 34/61
- 🔍 Scan BGH251F2 (2): MISSABLE story boss, different scan entry from BGH251F2 (1) at the Missile Base (Analyze and Conquer) 20/45
- 💰 Optional: Mug BGH251F2 for an Adamantine (12.5%) if you have mug learned on Diablos. Adamantine is needed for Zell's Ehrgeiz (Hyperactive Rowdy Punk) and Selphie's Strange Vision (Double Vision). Mugging normally gives you EXP, but this counts as a boss fight so it doesn't.
- ➡️ Next: after BGH251F2, talk to Rinoa, then Mayor Dobe (choose "I want him to understand us", then "Try to continue"). Squall is now alone in FH.
Important
After the Mayor: Squall solo
🍽️ Optional: the Cafeteria Lady's son (not needed for RA mastery). If you listened to the Cafeteria Lady on Disc 1, leave the area where you fought BGH251F2 to the south and come back. A man is standing where Mayor Dobe was. Talk to him and choose "Isn't he the cafeteria lady's son?" for the scene.
-
🎣 Master Fisherman's Quest, Part 2:
⚠️ must finish before returning to Balamb Garden: (The Five Pound Bass)- Talk to the pupil again twice. Go to the Master Fisherman. (The Five Pound Bass)
- Talk to the Master Fisherman twice. Go to the inn. (The Five Pound Bass)
- At the inn, go upstairs and watch the scene. Choose "Why not...?" (The Five Pound Bass)
- Follow him back to the dock, talk to the shopkeeper. Choose "I think you're right!". Talk to the Master Fisherman once more. (The Five Pound Bass) pops
-
➡️ Next: return to Balamb Garden. Irvine sends you to the Quad. Talk to Selphie to start the festival preparations.
| Title | Guidance & Insights |
|---|---|
The Five Pound Bass (5)
|
Complete the Master Fisherman's quest. Part 1 (Master Fisherman -> pupil) must finish before going upstairs in the FH Mayor's House. Part 2 (pupil -> Master Fisherman -> Inn -> dock -> shopkeeper -> Master Fisherman) must finish before returning to Balamb Garden. Rewards: Occult Fan III, Megalixir, +20 SeeD Exp. Fail Conditions - Going upstairs to see the Mayor before finishing Part 1, Returning to Balamb Garden before finishing Part 2. Both are permanent. |
Important
The Garden Festival
- ❤️ Love in the Library, Scene 5: When Irvine is controllable alone during the Garden Festival preparations, don't advance by selecting more instruments after the first one. Instead, go back to the Balamb Garden library and talk to the pigtail girl by the draw point. Increments to 5/9.
- 💬 SeeDlings No More (window 4 of 5): any time from now until the end of Disc 2, talk to the cafeteria students until they repeat themselves (SeeDlings No More). Increments to 4/5.
- 🎵 Assign the band Sax, Electric Guitar, Piano and Bass Guitar (any member on any of the four). As Squall, walk from the solar panels onto the festival stage (Eyes on Me)
- ➡️ Next: after the concert and the "Sis" dream, go to the 3F bridge.
| Title | Guidance & Insights |
|---|---|
Eyes on Me (5)
|
The four band members must each be on Sax, Electric Guitar, Piano or Bass Guitar (the "Slow Dance" set, which plays Rinoa's song). It doesn't matter which member plays which. Fail Conditions - Any band member on Guitar, Violin, Flute or Tap. |
Warning
Scan Audit: Fisherman's Horizon
- Keeping Friends Closer: 10/11
- Guardian Audit: 4/9
- Now You See Them, Now You Don't: 3/18
- Know the Enemy: 34/61
- Analyze and Conquer: 20/45
- Scanning for Insecurities: 71/144
Important
Garden Authority
After the "Sis" dream, go to the 3F bridge. Once you can steer Balamb Garden, Garden Authority pops.
Xu suggests going to Balamb. Don't go yet. Garden can now reach most of the world (everything except the Esthar mainland), and everything below is available before Balamb. Balamb Town locks you in once you enter (unless you do the Big Bad Rascal quest).
- ➡️ Next: the CC Group aboard Garden (below).
| Title | Guidance & Insights |
|---|---|
Garden Authority (5)
|
Become commander of Balamb Garden. Pops on the bridge when you first gain control of the Garden. Automatic story progression. |
Note
AP Grinding Note
Now that you have access to a mobile Balamb Garden, you may be wondering if you can do some more AP grinding for more abilities for your GFs, or want to know where you can grind GF abilities as you acquire more GFs throughout the rest of Disc 2.
I spent a fair amount of time trying to figure out the best way to grind AP for the new GFs you get without risking level-ups. This is surprisingly difficult! The traditional (and likely intended) way of AP grinding is to grind cactuars in the far south-eastern corner of Kashkabald Desert (eastern Centra). Cactuars are the only enemy that spawn there, and they're worth 20 AP each, but on a no-level-up run they're a poor farm:
- Card only works on damaged enemies (its chance equals the percentage of HP the enemy is missing, and no other stat you control affects it), and Cactuars run away before you can safely damage them.
- Killing a Cactuar gives (a small amount of) EXP, but you still need to kill a lot of them if you want to get most or all GF abilities and you will almost certainly eventually level someone this way.
- Break results in 0 AP if you use it (and it's unreliable on cactuars anyway, with their 254 spirit).
So what are our other options?
- Well you could dejunction everything and just go back to card grinding Fastitocalon-F enemies on Balamb beach for 6 AP per fight. This is honestly not a bad option.
- I also spent a lot of time testing the T-Rexaurs in the Balamb Garden training center since they give 10 AP. They have to be carded so you have to get their 10,363 HP down quickly and easily to make the carding efficient. If you get Squall's strength >200 you should be able to do 9,999 in one hit, which gives a very high chance for your second character to successfully card (keep your third character dead so their turns don't interrupt you).
You can get Squall's STR that high by junctioning Ifrit for STR+20% and STR+40% and junctioning 100 Ultima to his STR stat (you can pay 5,000 gil for a repeatable Ultima draw in Shumi Village). Other high-level magic such as Flare on Str also works if you'd rather not grind or pay for Ultima.
The problem is that, unlike Fastitocalon-F, T-Rexaurs are only a 1/3 chance at the training center right path. The other possible encounters are one or two Grats that you have to flee from. Because of this you are getting only about 3.3 AP per fight. And it's less mindless/more prone to mistakes (e.g., accidentally hitting Grats or fleeing from T-Rexaurs).
My personal testing is that I get about 15-18 AP per minute on the Balamb Beach with Fastitocalon-Fs and only about 12 AP per minute on T-Rexaurs. With frame-skip/fast-forward the real-world rate is much faster.
Either one is fine, the primary advantage of T-Rexaur is that it travels with you/is always available since it's aboard Balamb Garden. I still prefer Fastitocalon-Fs. There is also a much better no-EXP grinding spot on Disc 3 if you want to wait that long (or to come back to with the new GFs you will get). It will be called out in the guide once it's available.
Important
Open World: Aboard Balamb Garden
- 🃏 Defeat CC Group's Heart: Xu, the female SeeD on the 3F bridge. She carries the Carbuncle card (Shape of My Heart)
- 🃏 Defeat CC Group's King: requires Heart and Joker both beaten. Go to the Infirmary and play Dr. Kadowaki; she mentions she was the former King. Then rest in your dorm repeatedly until King challenges you. Save first, since King uses high-level cards and carries the Gilgamesh card. If you don't win the card first time, King can be re-challenged on the bridge afterwards (The Dealer)
- ➡️ Next: steer Garden to the Centra Ruins, on the island north of the main Centra continent.
| Title | Guidance & Insights |
|---|---|
Shape of My Heart (5)
|
Defeat CC Group member Heart (Xu, on the bridge). Available once Garden has left FH, after Spade. Fail Conditions - Missing the chain before Seifer's final solo battle in Lunatic Pandora, end of Disc 3. |
The Dealer (5)
|
Defeat King, the final member. Requires both Heart and Joker defeated. Play Dr. Kadowaki in the Infirmary, then rest in your dorm until King challenges you. Fail Conditions - Missing the chain before Seifer's final solo battle in Lunatic Pandora, end of Disc 3. |
Important
Open World: Centra Ruins
The ruin on the island north of the main Centra continent. A 20-minute timer runs whenever you're inside (until Odin is beaten), but leaving and re-entering resets it and keeps your Tonberry kill count.
⚠️ Warning: Do not fight Odin yet. Once owned, Odin appears at random at the start of normal battles and kills everything (awards EXP). He can't be junctioned or switched off. Get him as late as possible: see the Point of No Return checklist before Lunatic Pandora's final infiltration (Disc 3).
-
🌳 Entering the Centra Ruins adds a Timber Maniacs entry automatically (Cover of a Magazine) 9/13
-
🔍 Scan Forbidden: in the upper ruins (past the square elevator). (Know the Enemy) 35/61
-
Lower ruins: Tonberry King (the first five screens, where only Tonberries spawn and Tonberries give 0 EXP)
- 🔍 Scan Tonberry (Know the Enemy) 36/61
- ⚔️ Kill Tonberries until the King appears (18-24 kills; the count survives leaving and re-entering). From about 17 kills on, leave and save after each one, and fight the last one with plenty of time on the clock. (Night of the Long Knives)
- 🔍 Scan Tonberry King (Guardian Audit) 5/9
- ⚔️ Defeat Tonberry King (0 EXP). Don't run. Fleeing resets the Tonberry count (Night of the Long Knives)
- Tonberry comes with LV Down / LV Up already learned (needed for Junk Food Junkie).
-
🗺️ Race Among the Ruins (Odin must still be unbeaten): (Race Among the Ruins)
- Ride the square stone elevator up from the fifth screen. Climb the left ladder and examine the orb/switch, then climb down and examine the glowing altar. A staircase appears on the right.
- Leave the ruins to the world map.
- Hold Square while walking back into the Centra Ruins and you're taken straight to Odin's room (Race Among the Ruins) pops. Walk back down and leave without touching Odin (or just reset).
⚠️ Warning (softlock): do step 1 first. If the staircase isn't open when you teleport, you can't get back down. -
➡️ Next: take Garden south to the main Centra continent.
| Title | Guidance & Insights |
|---|---|
Night of the Long Knives (5)
|
Obtain Tonberry King as a GF. Kill 18-24 Tonberries in the lower Centra Ruins (random threshold) and the King appears immediately. Tonberries and Tonberry King give 0 EXP. Their counter-attacks hurt, so keep your limit breaks up. Fail Conditions - Running from Tonberry King resets the kill count. |
Race Among the Ruins (5)
|
Skip to the end of the Centra Ruins: hold Square while entering the ruins and you're taken straight to Odin's room. Open the staircase first (left-ladder switch, then the altar) or you can't get back down. Only works while Odin is still unbeaten. Fail Conditions - Defeating Odin first. |
Tip
Optional power spike: LV Up draws (Tonberry)
Tonberry's LV Up command doubles an enemy's level each cast, and draw lists improve at Lv 20 and Lv 30. Enemies spawn near your party's low level, so 2-3 casts reach the top list. Scan after each cast (Scan shows the level) and stop as soon as you reach the target. A high-Mag drawer still draws the maximum despite the level gap.
| Enemy | Easiest location | Target level | LV Up casts | Draws to target |
|---|---|---|---|---|
| Abyss Worm | Kashkabald Desert (Centra) | 30+ | 2-3 | Tornado, Quake |
| Thrustaevis | Obel Lake (near Timber) | 30+ | 2-3 | Tornado |
| T-Rexaur | Balamb Garden Training Center, right path | 30+ | 2-3 | Quake, Firaga, Thundaga |
| Lefty | Timber, Shenand Hill | 30+ | 2-3 | Quake, Regen, Demi |
| Caterchipillar | Balamb, Alcauld Plains forests | 30+ | 2-3 | Curaga, Stop, Thundaga |
| Mesmerize | Trabia, Bika Snowfields | 30+ | 2-3 | Curaga, Life, Dispel |
| Adamantoise | Hasberry Beach (near Dollet) | 30+ | 2-3 | Reflect, Blizzaga, Protect, Shell |
| Jelleye | Centra Plains | 30+ | 2-3 | Firaga, Thundaga, Blizzaga |
| Gayla | Trabia Snowfields | 30+ | 2-3 | Meltdown, Thundaga |
| Blue Dragon | Trabia Snowfields | 30+ | 2-3 | Death, Break |
| Forbidden | Centra Ruins (the Odin timer runs while you're inside) | 30+ | 2-3 | Stop, Death |
⚠️ Warning (no level-up): LV Up -> Draw (Stock) -> flee before anyone deals damage. Fleeing gives EXP in proportion to the damage dealt, so 0 damage gives 0 EXP. Don't take Counter in, and don't Draw-Cast attack spells. Leveled-up enemies hit much harder, so flee if things go wrong.
Important
Open World: Centra Continent & Kashkabald Desert
- 🔍 Scan Grand Mantis (Centra continent) (Know the Enemy) 37/61
- 🔍 Scan Blitz (Centra continent) (Know the Enemy) 38/61
- 🔍 Scan Jelleye (Centra continent) (Know the Enemy) 39/61
- 🔍 Scan Death Claw (Centra continent) (Know the Enemy) 40/61
- 🔍 Scan Cactuar (Kashkabald Desert, south-east corner) (Know the Enemy) 41/61
- 🔍 Scan Chimera (Kashkabald Desert) (Know the Enemy) 42/61
Chocobo Forests: Centra (3 of 6) (Dancin' with the Sparrows)
ℹ️ Note: How every Chocobo Forest works:
- Talk to the ChocoBoy. The first time, he sells you the whistles for 1,000 Gil. Square switches between the ChocoSonar and the ChocoZiner; Triangle blows the selected whistle.
- The ChocoSonar bar fills as you get close to a Chicobo spot. Standing exactly on a spot, blow the ChocoZiner to drop Chicobos to the ground (or send them back up).
- The goal is exactly one Chicobo on the ground. Talk to it to call the adult Chocobo, then ChocoSonar + ChocoZiner the item spot to dig up the items. Getting the items solves the forest.
- Blowing the ChocoZiner where there is no Chicobo gets the whistle stolen (700 Gil to replace). Leaving the forest before it's solved resets the puzzle. Save before each forest.
- Forests have no random encounters. Positions below are as seen on screen, with the entrance at the bottom.
- 🐤 Forest of Solitude: north-eastern tip of the northern Centra continent (the Centra Ruins landmass); walk around the mountains to reach it. A tiny forest. Blow the ChocoZiner on the upper-right spot. It's very small, so sonar it carefully. The item spot is under the ChocoBoy: challenge him to Triple Triad, then ask him to move (and move again). Protect Stone, Meteor Stone (Dancin' with the Sparrows)
- 🐤 Forest of Fun: south-western Centra continent. ChocoZiner in this order: lower center -> just below-left of the ChocoBoy or upper center, right of the ChocoBoy -> right side or left side -> left side. Item spot: top-right corner. Meteor Stone, Flare Stone, Ultima Stone (Dancin' with the Sparrows)
- 🐤 Enclosed Forest: south-eastern Centra continent, south-south-west of the Kashkabald Cactuar spot (hard to find). The hardest forest, with all five spots in exact order: top-left -> left, middle height -> right, middle height -> top-right -> upper center. The ChocoBoy stands lower-left. Item spot: top-right corner. Meteor Stone, Holy Stone, Ultima Stone (Dancin' with the Sparrows)
- ➡️ Next: take Garden to Winhill, on the Galbadian continent.
Important
Open World: Winhill
- Mansion: examine the suit of armor, then try to walk away (nothing happens without Irvine or Quistis) (Flowers in a Vase)
- Raine's House: talk to the woman upstairs until she mentions the scent of flowers, go downstairs and examine the flowers on the lower-right table, talk to the woman behind the bar, then examine the cat until it gives you the piece (Flowers in a Vase)
- Flower shop near the intersection: examine the lower-right flowers twice (Flowers in a Vase)
- Where the music changes and a Chicobo crosses the road: kick it for a vase piece. Kick it 2 more times for Gysahl Greens and a Phoenix Pinion (mislabelled "Phoenix Down") (Flowers in a Vase)
- Return all 4 to the Mansion owner for a Holy Stone (Flowers in a Vase)
🔥 Optional: Phoenix (not needed for RA mastery). Use the Phoenix Pinion from the Chicobo as an item in a boss fight (bosses give 0 EXP, while in a normal battle his damage can kill enemies and give EXP). Phoenix appears, deals Fire damage to all enemies, revives every KO'd party member with 12.5% of their max HP, and joins you. From then on, whenever the whole party is KO'd, there's a 25% chance Phoenix appears and revives everyone. He can't be junctioned and gains no EXP. No achievement tracks him, so only use him if you want to see him.
- ➡️ Next: take Garden to Timber.
| Title | Guidance & Insights |
|---|---|
Flowers in a Vase (5)
|
Complete the Winhill Vase quest: 4 pieces (Mansion, Raine's House, flower shop, Chicobo path). Requires Irvine or Quistis in your party for the Mansion piece. The armor does nothing without one of them. |
Important
Open World: Timber & Galbadia
- 🚂 In Timber, head to the train station by the pub. A girl is playing on the tracks. After she falls, talk to her for a scene (Off the Rails)
- 📰 Since you encouraged the journalist in Timber on Disc 1, return to the Timber Maniacs building to collect your reward (Making Headlines)
- 🔍 Scan Vysage, Lefty and Righty (Galbadia canyons; Vysage always appears with the other two) (Know the Enemy) 43-45/61
- ➡️ Next: take Garden north to Trabia. Shumi Village is on Winter Island.
| Title | Guidance & Insights |
|---|---|
Off the Rails (5)
|
In Timber, at the train station by the pub, watch a girl playing on the tracks. After she falls, talk to her to trigger the scene. |
Making Headlines (5)
|
Collect the reward from the journalist you encouraged in Timber on Disc 1. Return to the Timber Maniacs building to receive a Pet Nametag. If missed: any Timber visit on Discs 2-3. |
Important
Open World: Shumi Village, Trabia & the Chocobo Sanctuary
Shumi Village is on Winter Island (the large island north of the Trabia continent).
- 🔮 Ultima draw point at the upper level (5,000 Gil per draw. Check the sphere isn't empty, and save outside first). It refills as you walk, so draw again each time you pass during the quest. (I Put A Spell on You)
- 🌋 Part 1: the five stones. Run to the end of the village and enter the last building for a scene. Talk to the Elder (house with the Moomba), try to leave, then talk to Sculptor and answer "Alright". Collect: (The Village Green Preservation Society)
- Blue Stone: the block near Laguna's statue (The Village Green Preservation Society)
- Wind Stone: the gray boulder next to the Hotel (The Village Green Preservation Society)
- Life Stone: the roots on the Elder's house screen (The Village Green Preservation Society)
- Shadow Stone: dark areas near the elevator stairs on the Ultima draw point screen (The Village Green Preservation Society)
- Water Stone: where Squall comments by the pond, press X. Report to Sculptor, then examine the sink in Artisan's House (The Village Green Preservation Society)
- Talk to the Elder -> Phoenix Pinion. Leave and choose "Explain" (+50 SeeD Exp) (The Village Green Preservation Society)
- 🌋 Part 2:
⚠️ exit to the World Map and re-enter Shumi Village, or Part 2 never starts: (The Village Green Preservation Society)- Sculptor's workshop: talk to the Attendant -> Elder -> the Moomba outside -> return to the statue for a scene -> report to the Elder -> Attendant twice -> Artisan (The Village Green Preservation Society)
- Fly Garden to Fisherman's Horizon and talk to Grease Monkey in the junk shop (The Village Green Preservation Society)
- Back in Shumi Village: Artisan -> Elder -> Status Guard (The Village Green Preservation Society)
- 🌳 Pick up the Timber Maniacs issue in Artisan's House (Cover of a Magazine) 10/13. Taking it now removes Ward from the Trabia Canyon dream on Disc 3, but no achievement depends on Ward being there.
- Trabia continent scans (do these along with the 3 Chocobo forests on this continent):
- 🔍 Scan Gayla (Know the Enemy) 46/61
- 🔍 Scan Mesmerize (Know the Enemy) 47/61
- 🔍 Scan Snow Lion (snowfields) (Know the Enemy) 48/61
- 🔍 Scan Blue Dragon (Bika Forest is a good place to find them, across from Trabia Garden) (Know the Enemy) 49/61
- 🔍 Scan Fastitocalon (Trabia/Galbadia beaches; a different entry from Fastitocalon-F) (Know the Enemy) 50/61
Chocobo Forests: Trabia (the last 3 of 6) and the Sanctuary (Dancin' with the Sparrows). See "How every Chocobo Forest works" in the Centra chunk.
- 🐤 Beginner's Forest: the small round forest near Shumi Village on Winter Island. One spot only: blow the ChocoZiner upper-left of center (the ChocoBoy stands on the left). Item spot: top-right. Aura Stone (Dancin' with the Sparrows)
- 🐤 Basics Snowfield: Trabia continent, south of Shumi Village. ChocoZiner center -> then lower-left -> then lower-middle. The ChocoBoy stands lower-right. Item spot: left edge. Flare Stone (Dancin' with the Sparrows)
- 🐤 Roaming Forest: north of Trabia Garden. The only forest that starts with Chicobos already on the ground. ChocoZiner: lower-left, next to the ChocoBoy or upper-right -> center -> the narrow path at the bottom (don't walk too far down or you'll leave and reset the puzzle) -> lower-left or upper-right again. Item spot: upper-left. Shell Stone, Holy Stone (Dancin' with the Sparrows)
- 🐤 Chocobo Sanctuary: once all six forests are solved, ride a Chocobo out of the Roaming Forest. Head south to the crater and turn east. Go east through the shallow water into Grandidi Forest (north-east Esthar, chocobo-only access). Work north-east to the Sanctuary and ride straight in. Go forward for a scene, then talk to the Chicobo for the Chicobo card (Dancin' with the Sparrows). Talk to the ChocoBoy to ride back to the Roaming Forest.
⚠️ Don't Card Mod the Chicobo card: you lose it to the Queen of Cards after Balamb is liberated (QoC Step 3, below).- ➡️ Next: when the open world is done, go to Balamb (Xu's suggestion). Entering town starts the lockdown.
| Title | Guidance & Insights |
|---|---|
Dancin' with the Sparrows (5)
|
Solve all six Chocobo Forests (Solitude, Fun and Enclosed on Centra; Beginner's, Basics Snowfield and Roaming in Trabia), then ride a chocobo from the Roaming Forest to the Chocobo Sanctuary and receive the Chicobo card. It pops when the card enters your collection. The Chicobo card drives QoC Step 3 -> Chubby Chocobo card -> Perfectly Synced. |
The Village Green Preservation Society (5)
|
Complete the full Shumi Village quest: two parts, five stones, with a hidden re-entry trigger between them and a round trip to FH's Grease Monkey in Part 2. Fail Conditions - Not leaving and re-entering after Part 1 (Part 2 never starts), Passing Seifer's final solo battle in Lunatic Pandora with the quest incomplete. Shumi Village is inaccessible on Disc 4. |
Warning
Scan Audit: Open World
- Keeping Friends Closer: 10/11
- Guardian Audit: 5/9
- Now You See Them, Now You Don't: 3/18
- Know the Enemy: 50/61
- Analyze and Conquer: 20/45
- Scanning for Insecurities: 88/144
Important
Balamb Under Siege: Lockdown Loophole
Head towards the car rental place for a scene, talk to the hotel owner and his wife, then the guard (walk away and re-approach). Zell is forced into your party.
- Talk to both the girl and the man in Zell's neighbor's house (Lockdown Loophole)
- Speak to Big Bad Rascal twice and his mother at least once, in the room to the right of the entrance of Zell's house. Rascal runs off. (Lockdown Loophole)
- Talk to the guards at the Hotel (Lockdown Loophole)
- Go to Zell's neighbor's house (next door) and talk to Rascal there (Lockdown Loophole)
- Go to the town entrance and talk to the guard. Do not close the text box until Rascal finishes talking to the Hotel owner and his wife in the background (Lockdown Loophole)
- Go back one screen to the town square and talk to Rascal; he'll now let you sneak out (Lockdown Loophole) pops
- 🃏 Win the Pandemona card from the hotel owner's daughter (next door to Zell's house) (Superior Collector)
- Note: Selphie is forced out of your party while you're outside Balamb during the lockdown
- ➡️ Next: find the Captain (below).
Important
Balamb Under Siege: Fetch Quest and the Captain
- Talk to the Hotel guards (they send you to find the Captain). Return to Zell's house, then go to the harbor and speak to the guard with the dog (Fetch Quest)
- Go back to the Dincht residence (smoke at the door) and talk to Ma Dincht (Fetch Quest)
- Return to the harbor, talk to the dog, and follow it to find the Captain (Fetch Quest). Also +100 SeeD Exp
⚠️ Don't wait around town or use the train-station method, because Fetch Quest needs the dog- If Selphie is in your party, don't side against her in Zell's room (-1 SeeD rank)
Meeting the Captain (back-to-back boss fights):
⚠️ Warning (no level-up): the first fight is Raijin + 2x G-Soldier. The G-Soldiers give EXP and can't be carded, so Break them (70% vulnerable). Raijin and Fujin give 0 EXP.
- 🔍 Scan Raijin (1): MISSABLE (Analyze and Conquer) 21/45
- 🔍 Scan Fujin (1): MISSABLE, fought immediately after Raijin (Analyze and Conquer) 22/45
-
⚠️ Draw Pandemona from Fujin at the start of the fight: missable GF (Draw Me Close) 4/6. - Mug Raijin for 2x Str Up; Fujin always drops Combat King 002.
- ➡️ Next: after Raijin and Fujin, Balamb is liberated and you're back on Garden's bridge.
| Title | Guidance & Insights |
|---|---|
Lockdown Loophole (5)
|
During the Galbadian lockdown of Balamb Town, help Big Bad Rascal sneak you out of town. It's a multi-step conversation chain (see the checklist above). After the hotel guards, Rascal is in Zell's neighbor's house, and the final talk that pops the achievement is on the town square, one screen back from the town entrance. Fail Conditions - Missing any step, or closing the entrance guard's text box before Rascal finishes talking to the Hotel owner and his wife. |
Fetch Quest (5)
|
During the lockdown, talk to the guard with the dog, then Ma Dincht, then follow the dog to find the Captain. Fail Conditions - Finding the Captain another way (waiting around town, or the train station). |
Occupied No More, You Know? (5)
|
Liberate Balamb. Automatic story progression. |
Important
After Liberation: Balamb & Garden
- ❤️ Love in the Library (Scene 6): With Zell in your party, go to the back reading room of the Balamb Garden library, then return to the main library area. A group of girls asks a survey about Zell. Your answers don't matter for the achievement (they do affect what reward you end up getting). Increments to 6/9.
- 🃏 If missed: win the Pandemona card from the Balamb hotel owner, or his daughter next door to Zell's house. (Superior Collector)
- 💰 With Zell in your party, find Big Bad Rascal behind the barrels at the harbor. After the scene, take the Spd Up from Zell's bed.
- ➡️ Next: Queen of Cards Step 3 (below).
Note
👑 Queen of Cards 👑
Step 3 of 5 (Chicobo -> Chubby Chocobo)
- The Queen is back outside the Balamb train station now that the occupation is over. Save. (House of Cards)
- Challenge her with 4 weak cards + the Chicobo card. Deliberately lose. (House of Cards)
- She must go to Dollet. Reload if she goes elsewhere. After each reload, challenge her and refuse one more time than on the last attempt before playing. (House of Cards)
- Talk to her in Dollet. Her father has made the Chubby Chocobo card. (House of Cards)
- Win back the Chicobo card from the Queen's son in Dollet. (House of Cards)
- Win the Chubby Chocobo card from the man on the bench outside the Balamb Garden library (right of the directory). Re-enter the screen if he's not there. (House of Cards)
- Keep the Chubby Chocobo card until the final Queen of Cards challenge (House of Cards). Only then Card Mod it into 100x LuvLuv G for (Perfectly Synced).
- ➡️ Next: take Garden to Trabia Garden, in the north-east of the Trabia continent.
Important
Trabia Garden: First Visit
Climb the net to get inside. Talk to the girl near Selphie and choose "Play along".
- 📖 From the Thundaga draw point in front of the fountain, walk 5 steps south and press X for Weapons Monthly, August Edition (Royal Armaments)
- 🌳 Right of the fountain is the cemetery. The Timber Maniacs issue is camouflaged at the back (Cover of a Magazine) 11/13
- 💻 Go left of the fountain and right on the next screen. Examine the terminal and view Selphie's data (Selphie.exe). You might have to activate the terminal many times for it to pop.
- Go left twice from the fountain to get to the basketball court. Try to leave for the flashback (Junction Junction, What's Your Function?)
- ➡️ Next: after the flashback and the beach scene, you're back on Garden.
| Title | Guidance & Insights |
|---|---|
Royal Armaments (3)
|
Obtain Weapons Monthly, August Edition at Trabia Garden, 5 steps south of the Thundaga draw point. Grab it on this first visit. If missed: Trabia Garden stays open through Disc 3. |
Selphie.exe (2)
|
View Selphie's personal data at the Trabia Garden terminal. Do it on this first visit. If missed: the terminal is still there on any Trabia Garden visit through Disc 3. |
Junction Junction, What's Your Function? (5)
|
Learn about your past at Trabia Garden. Automatic story progression. |
Important
After the Trabia Flashback
- 🃏 Return to Trabia Garden (climb in the same way) and challenge Selphie's friend near the gargoyle statue on the fountain screen. She only plays after the flashback. Win the Selphie card (Ami)
- ❤️ Love in the Library (Scene 7): with Zell and Rinoa in your party, go to the Esuna draw point screen in the Balamb Garden library and talk to the Library Committee girls. They discuss the survey results. Do it before the Galbadia Garden battle. Increments to 7/9.
- Everything in the Open World chunks is still available until then.
- ➡️ Next: when you're ready, take Garden to the stone house on Centra's western edge. Approaching it starts the Galbadia Garden battle.
| Title | Guidance & Insights |
|---|---|
Ami (5)
|
Win the Selphie card from Selphie's friend at Trabia Garden. She only plays cards after the flashback, so do it on the return visit right after. If missed: she's still there through Disc 3. |
Warning
Scan Audit: Open World, Balamb & Trabia
- Keeping Friends Closer: 10/11
- Guardian Audit: 5/9
- Now You See Them, Now You Don't: 3/18
- Know the Enemy: 50/61
- Analyze and Conquer: 22/45
- Scanning for Insecurities: 90/144
Warning
This sequence contains two (temporarily) missable GFs and five missable scans. Don't rush through any room. 🛟 Both GFs (Cerberus, Alexander) have a backup draw in Ultimecia's Castle if missed here (see notes below), but don't rely on it.
Important
Galbadia Garden Battle checklist, in order of encounter:
- 🔍 Scan Paratrooper: MISSABLE: the Galbadian soldiers who land on Balamb Garden 2F during the Garden-vs-Garden battle (2F hallway encounters, and the classroom fight where four crash through the window). They're gone once you board Galbadia Garden (Know the Enemy) 51/61
⚠️ Warning (no level-up): the classroom fight (Paratroopers crash through the window) can't be fled. Paratroopers are 100% vulnerable to Petrify, so Break them all.
- ⚔️ Save before talking to the SeeD in the classroom on 2F. After you do and go to the bridge, you are forced to 2F again. A student asks you to find Mark. After you talk to him, a flying soldier pins Squall: choose "Look around for another option", then "Press the button for the emergency exit". Win the mid-air fight without taking an additional hit. If he hits you, let yourself lose. You can retry without reloading your save. (Cactus Jack):
- Honestly, this is the most RNG, "why-is-this-here" achievement in the game. I tried probably 200 times before succeeding. There are lots of strategies on RA for this one, but my guess is, it's largely random. For what it's worth, I succeeded by:
- Holding punch as you go out the door so Squall punches on the first frame, I held punch until 3/4 of the way through the first screen and then punched again. This got his HP below half on the first screen.
- When the screen changed, I was holding kick to hit him quickly.
- Then I alternated punch and block until I got it. Blocking tends to make him block too, and he sometimes stops attacking altogether.
- If he ever lands a hit (even a blocked one), the indicator disappears. Let yourself lose and retry (or reload). Expect many, many (many) attempts.
- 🔍 Scan Slapper: MISSABLE, only in the ice rink area in Galbadia Garden (Now You See Them, Now You Don't) 4/18
- 🔍 Scan Cerberus: walk up to him in the main hall and initiate the fight, then scan before killing (there's a save point behind him you can use if you want to save before engaging him) (Guardian Audit) 6/9
-
⚠️ Obtain Cerberus as a GF by fighting him proactively: missable (Bring Out Your Dread). 🛟 You can also draw Cerberus from Gargantua in Ultimecia's Castle, but that recovers only the GF. Bring Out Your Dread still needs the proactive fight. - 🔍 Scan Seifer (2): MISSABLE (Analyze and Conquer) 23/45
- 🔍 Scan Seifer (3): MISSABLE. Same fight as Seifer (2) but a separate scan entry, so scan both phases. (Analyze and Conquer) 24/45
- 🔍 Scan Edea (2): MISSABLE (Analyze and Conquer) 25/45
-
⚠️ Draw Alexander from Edea: missable GF (Draw Me Close) 5/6. Do this before the Edea fight ends. - ➡️ Next: after Edea, Disc 2 ends.
Tip
Optional: Flare from Tri-Faces
After you beat Cerberus, Tri-Faces appear very often in the center of the Galbadia Garden main hall (where Cerberus was, on the Garden logo). Cast LV Up 2-3 times until Scan shows Lv 30+, then draw Flare and Pain (also Stop). Draw, then flee before any damage for 0 EXP. Do it before the Seifer and Edea fights end the battle.
Warning
Scan Audit: Disc 2 Galbadia Garden Battle
- Keeping Friends Closer: 10/11
- Guardian Audit: 6/9
- Now You See Them, Now You Don't: 4/18
- Know the Enemy: 51/61
- Analyze and Conquer: 25/45
- Scanning for Insecurities: 96/144
| Title | Guidance & Insights |
|---|---|
Cactus Jack (25)
|
Win the mid-air fight against the jetpack soldier on Balamb Garden 2F during the Galbadia Garden battle. It's a punch/block/kick minigame, so junctions, magic and limit breaks play no part. Hold punch out of the door, then alternate block and punch, get him below half HP on the first screen and strike first when the screen changes. Save before the hallway; expect many attempts. Fail Conditions - The soldier landing any hit in the mid-air fight, even a blocked one. The hit when he first pins Squall already counts toward the description's limit of two. Achievement Tracking - A Trigger Indicator shows during the event and disappears when you fail, so reload. |
Bring Out Your Dread (5)
|
Unlock Cerberus as a GF by engaging him in the Galbadia Garden main hall. Walk up to him and start the fight. Don't run past him. Fail Conditions - Advancing past the main hall without fighting Cerberus. |
Mama Said Knock You Out (5)
|
Defeat Seifer and Edea at Galbadia Garden. Automatic story progression. Draw Alexander from Edea before finishing. |
Important
Balamb Garden: start of Disc 3
- 💬 SeeDlings No More, window 5 of 5 (FINAL): talk to the cafeteria students until they repeat themselves, before checking on Rinoa below triggers the next dream (SeeDlings No More). It's the last window and increments to 5/5. The achievement pops when you walk into the cafeteria after the Trabia Canyon dream (below). There should be an indicator on your screen that the achievement is active.
- 📖 Pick up Weapons Monthly, July Edition in the Balamb Garden Training Center (left path, past the fallen tree) now, before heading to Edea's House (Rising Arsenal). If missed: it's still there any time on Disc 3. You can reach Balamb Garden later by landing at FH.
- ➡️ Next: take Garden to Edea's House, on the western tip of the Centra continent.
Important
Edea's House
- 🌳 Pick up a Timber Maniacs issue while at Edea's House (straight ahead on the first screen) (Cover of a Magazine) 12/13
- 🃏 Challenge Edea to Triple Triad and win the Edea card (Succession of Cards). Centra rules (Random, Plus, Same) are against you, so spread Open or abolish Random/Plus first. If missed: she stays at her house for the rest of Disc 3.
- Cid is here too, and still has the Seifer card if you missed it on Disc 1 (he now uses Centra rules).
- Keep talking to Edea until she has no new lines, then try to leave.
- ➡️ Next: back on Garden, do the Love in the Library finale (below) before checking on Rinoa.
| Title | Guidance & Insights |
|---|---|
Rising Arsenal (3)
|
Obtain Weapons Monthly, July Edition from the Balamb Garden Training Center, at the start of Disc 3, before checking on Rinoa. If missed: it's there any time on Disc 3. |
Succession of Cards (5)
|
Win the Edea card from Edea at Edea's House, the first stop on Disc 3. Spread Open or abolish Random/Plus before going for it. If missed: she's there for the rest of Disc 3. Fail Conditions - Reaching Disc 4 without it. |
Important
Love in the Library: finale (Scenes 8 & 9)
- ❤️ Take Garden to Balamb Town. On the first screen, talk to the girl in a red skirt near the gas station sign. She says a girl stopped by Zell's house. She doesn't always appear and doesn't stay on screen long, so leave and re-enter the screen until she does. (Love in the Library)
- ❤️ Go to Zell's house and talk to Ma Dincht for a scene. (Love in the Library)
- ❤️ Rest at the Balamb Hotel. A cutscene plays (increments to 8/9). Speak to Zell, who receives Combat King 003. Increments to 9/9. Love in the Library pops
- ➡️ Next: back on Garden, go to the Infirmary and check on Rinoa. The next Laguna dream starts.
| Title | Guidance & Insights |
|---|---|
Love in the Library (10)
|
View every scene in the Zell Love quest. It tracks 9 flags: library rules, Pururun reservation, revolt Mega Phoenix, Conceited SeeD, lone-Irvine scene, survey, survey results, and the two Combat King 003 finale flags. The finale (Scenes 8 & 9) only opens on Disc 3. Start it with the red-skirt girl in Balamb Town. Fail Conditions - Missing any scene. Scene 5 (lone Irvine) and the revolt scene each have a single window. Achievement Tracking - A Measured Indicator tracks scenes (X/9). |
Important
Trabia Canyon (Laguna dream)
- Laguna gets Squall's junctions. Junction Kiros and Ward yourself, since their GFs are removed.
- ⚔️ Win the sword minigame without taking a hit (Smile for the Camera)
- Similar to Cactus Jack, this is a fight minigame. Many comments allude to this being RNG-heavy, similar to that achievement. That wasn't my experience. I just mashed attack (unlike Cactus Jack, you can't hold attack) and got it after my third try.
⚠️ Warning (no level-up): the Ruby Dragon fight afterwards is a regular fixed encounter. Its EXP goes to the real characters behind Laguna's party (Laguna is Squall) and their GFs. Junction Tonberry to Laguna for LV Down: cast it until Scan shows Lv 1, then kill it (a Lv-1 enemy gives only a couple of EXP) or Card it. Breaking it is unreliable (20%). Optionally cast LV Up to Lv 45+ first and draw Flare and Meteor, then LV Down before the kill.
- 🔍 Scan Ruby Dragon: the fixed encounter at the end of the dream (Know the Enemy) 52/61
- After the dream, walk into the Balamb Garden cafeteria and speak to the SeeDlings. If you did all five windows, the candidates are now SeeDs and SeeDlings No More pops.
- ➡️ Next: Return to Edea's house.
| Title | Guidance & Insights |
|---|---|
Smile for the Camera (5)
|
Defeat the Ruby Dragon in the Laguna dream's sword-fighting minigame without taking any damage. Block when it attacks, especially right after it recovers quickly from a previous attack (a fast recovery is followed by a fast attack). Strike when you see an opening. Fail Conditions - Taking any damage during the minigame. Achievement Tracking - A Trigger Indicator is active during the minigame fight. |
SeeDlings No More (10)
|
Witness the Novice SeeD candidates (table of three, near the Trepe Groupie in the Balamb Garden cafeteria) become full-fledged SeeDs. Requires five conversations across Discs 1-3. Talk to them until they repeat the same line at each window. After window 5 and the Trabia Canyon dream, walk into the cafeteria to pop it. Fail Conditions - Missing any of the five windows. The students disappear permanently. |
Important
Finding the White SeeD Ship
- Talk to Edea at Edea's House to receive the Sorceress' Letter, then find the White SeeD Ship and drive Garden into it.
- 📖
⚠️ First thing on board: grab Timber Maniacs #13 near Zone (Cover of a Magazine). It's the only permanently missable magazine issue, and the ship disappears from the world map after this visit. Increments to 13/13. Cover of a Magazine pops. - 🃏 Talk to Zone and give him the Girl Next Door (from the Timber Maniacs building on Disc 1) and he gives you the Shiva card and a Rename Card. The Shiva card counts toward Advanced Collector. If missed: the CC Group plays the Shiva card on Disc 4. If you're holding the other ten Level 8 cards, this pops Advanced Collector.
- Watts is downstairs and still has the Angelo card if you missed it on Disc 1.
- 🪄 Draw Holy from the draw point in the cabin downstairs (the ship leaves the world map later) (I Put A Spell on You)
- ➡️ Next: prepare for the trip to Esthar (below), then take Garden to Fisherman's Horizon.
| Title | Guidance & Insights |
|---|---|
Cover of a Magazine (10)
|
Collect all 13 Timber Maniacs. Pops on the White SeeD Ship when you pick up the last issue there. Issues 1-12 have generous Disc 1-3 windows. Issue 13 (White SeeD Ship) is the only missable one. See the magazine checklist in the Reference section. Fail Conditions - Allowing the White SeeD Ship to leave the world map without grabbing issue 13. Achievement Tracking - A Measured Indicator tracks collected issues (X/13). |
Advanced Collector (5)
|
Obtain all Level 8 GF cards. Achievement Tracking - A Measured Indicator tracks collected cards. |
Tip
Preparing for the trip (optional, recommended)
Collect the ingredients for Runaway Train now: 6 Steel Pipe, 6 Remedy+ and 6 Malboro Tentacle. The Solomon Ring itself is at Tears' Point in Esthar, next section. None of the sources below give EXP.
- Med Data -> Med LV Up on Alexander (200 AP, then 120 AP). Get the AP from the Fastitocalon-F card grind on Balamb's beach or the Training Center T-Rexaur farm. (Runaway Train)
- 6 Remedy+: buy 60 Remedies from any item shop and refine them with Med LV Up (10 Remedies -> 1 Remedy+). (Runaway Train)
- 6 Steel Pipe: Card Mod 6 Elastoid cards (1 card -> 1 Steel Pipe). (Runaway Train)
- 6 Malboro Tentacle: Card Mod 24 Malboro cards (4 cards -> 1 Tentacle). (Runaway Train)
- Both are Level 5 monster cards. Trepe Groupie #1 (Balamb Garden cafeteria, the guy at the back of the table) plays Level 5 cards and uses Malboro often, so farm him with the All trade rule. Don't kill Elastoids or Malboros for their drops, as that gives EXP.
- ➡️ Next: take Garden to Fisherman's Horizon.
Warning
Scan Audit: Disc 3 Edea's House, Trabia Canyon & the White SeeD Ship
- Keeping Friends Closer: 10/11
- Guardian Audit: 6/9
- Now You See Them, Now You Don't: 4/18
- Know the Enemy: 52/61
- Analyze and Conquer: 25/45
- Scanning for Insecurities: 97/144
Important
Fisherman's Horizon & the Horizon Bridge
- 💬 Carrying Rinoa across the Horizon Bridge from Fisherman's Horizon towards Esthar, Squall stops to take a break. She Can't Hear You, You Know? pops automatically.
- Talk to Rinoa, then Edea. Edea joins as a temporary party member.
- 🔍 Scan Edea (Temp): Once she joins the party at FH, put her in the party, get into a battle, and scan her. (Keeping Friends Closer) 11/11 Keeping Friends Closer pops
⚠️ Warning (no level-up): Edea's EXP is tracked by Junction Mastery like everyone else's (cap 26,000). Keep her away from kills.
- ➡️ Next: head east into the Great Salt Lake.
| Title | Guidance & Insights |
|---|---|
She Can't Hear You, You Know? (5)
|
Pops while Squall carries Rinoa across the Horizon Bridge from FH towards Esthar and stops to take a break. Automatic story progression. |
Keeping Friends Closer (5)
|
Scan every ally, including Laguna, Ward, and Kiros during every Laguna dream sequence. Once each is enough. Fail Conditions - Missing an ally scan, especially the Laguna dream party members and the temporary members (Seifer, Edea). Achievement Tracking - A Measured Indicator tracks scanned allies. |
Important
Great Salt Lake
- 🔍 Scan Abadon: MISSABLE story boss at Great Salt Lake, fought when traversing it with Edea in the party (Analyze and Conquer) 26/45
- ⚫ Black Magic Woman: Edea defeats Abadon on her own (other party members KOed), without cure/regen, using only the Magic command with only one GF junctioned, and only tier 1 spells junctioned (you can still use other spells). Set up before entering the Great Salt Lake. See achievement table for strategy.
- Vysage, Lefty and Righty appear here too, if you didn't scan them in Galbadia on Disc 2.
- ➡️ Next: after Abadon, follow the cliff until the background flickers, examine it, and go through the Mystery Building. Xenophobic Esthar pops on arrival.
| Title | Guidance & Insights |
|---|---|
Black Magic Woman (10)
|
Defeat Abadon (Great Salt Lake, Disc 3) with Edea alone, using only the Magic command (one GF, no cure/regen, tier 1 magic only). The other two party members must be KO'd for the whole fight. Setup: - GF: junction Diablos to Edea and nothing else (one GF only). He has HP-J, Mag-J and Abilityx3 learned. Equip HP+80% (or your best HP+%), Mag+40% and Mag+20%, or teach him Mag+60% with the Royal Crown if you have one. - Junctions: only Fire, Blizzard, Thunder or Cure, in any slot (e.g. Cure on HP22, Fire on Mag). Anything else blocks the achievement. - Spells to bring: Blind, Protect, Reflect, Triple or Double, and Ultima and/or Holy (Holy draw point in the White SeeD Ship's cabin; Abadon is undead, so Holy and Fire hit it hard). - KO the other two first: in a random battle, cast on your own party members until they're KO'd, then flee before anyone touches an enemy (0 EXP). They stay KO'd. - In the fight: cast Blind on Abadon first (its physical attack is the main threat), then Protect and Reflect on Edea; Reflect bounces its Silence and Confuse. Then Triple/Double and Ultima or Holy until it dies, ideally before it stands up. If it lands hits before Blind sticks, reload. Don't forget to scan Fail Conditions - Any junctioned spell other than Fire, Blizzard, Thunder or Cure, More than one GF on Edea, Any command other than Magic (including a Confused Edea attacking), Casting Cure or Regen, Either other party member alive, Any of the seven characters at Lv34 or higher, even out of the party. Achievement Tracking - A Trigger Indicator shows when the fight starts with all conditions met. |
Important
The Resistance (Laguna dream in Esthar)
- At the junction prompt, Laguna is always Squall; Kiros and Ward borrow the two characters you assign. Kiros's and Ward's GFs are removed, so junction them yourself.
- Make sure Squall has Break so that Laguna can break the first enemy when he's solo in the dream (or give him a card setup)
⚠️ Warning (no level-up): this dream has unavoidable EXP.
Preparation
- Assign Kiros and Ward to two characters with 999 EXP of room (or whoever has the most room): Zell, Irvine, Rinoa or Selphie. Quistis and Squall only have 499, so skip them.
- Make sure someone has Scan so you can check enemy levels
- GFs: junction Tonberry on Laguna (Magic command for Break, plus LV Down and LV Up), and one GF on each of Kiros and Ward for the Magic command. No other GFs. Laguna casts LV Down where needed, then KO him before the kills.
- Five forced fights you can't flee. Every kill counts for the real characters behind Laguna, Kiros and Ward, and for their GFs:
- Laguna alone vs one Esthar Soldier (after talking to the soldiers, the Moomba and the man): Break it. 0 EXP.
- Gesper + Esthar Soldier + Cyborg (Kiros and Ward rejoin): Break the Soldier and Gesper; LV Down the Cyborg to level 1. 1-2 EXP.
- Elastoid + Esthar Soldier + Cyborg (elevator down toward Odine, after the Weapons Monthly): Break the Soldier; LV Down the Elastoid and Cyborg. 2-4 EXP.
- Two Esthar Soldiers (outside, after the scenes following Odine): Break both. 0 EXP.
- Two Cyborgs (after riding the round bench up): LV Down both. 2-4 EXP.
- 📖 After your group runs out of the building, save, then go back inside and grab Weapons Monthly, First Edition from the floor (Peak Performance pops).
⚠️ MISSABLE: this dream is the only chance. - ➡️ Next: after the dream you're back as Squall in the Presidential Palace.
| Title | Guidance & Insights |
|---|---|
Peak Performance (5)
|
Obtain Weapons Monthly, First Edition as Laguna during the Laguna dream in Esthar (the lab the game calls the Lunatic Pandora Laboratory). After the group runs outside, go back in and pick it up off the floor. Fail Conditions - Finishing the dream without it (the only check is this one story point). |
Uncle Laguna to the Rescue (5)
|
Finish the Laguna dream sequence in Esthar. Automatic story progression. |
Xenophobic Esthar (5)
|
Arrive in Esthar. Automatic story progression. |
Important
Esthar City
- 🃏 Before leaving the Palace, win the Ward card from Odine (God's Own Fool). He's only playable in the Palace until the story moves on, so do it before going to the Lunar Gate.
- 📖 Speak to the Presidential Aide outside the Airstation (from the Palace: left twice, then the bottom-left path). Then go back into the Palace and talk to the Presidential Secretary standing near the door where you left Rinoa with Odine, and he drops Occult Fan IV on the floor. Pick it up (Connecting the Dots pops). Do it before going to the Lunar Gate.
- 📖 Talk to the soldier on the Combat King screen (from the Palace exterior: left twice, then right twice). Nothing happens yet (he will say "Oh yeah. That's right"), but it's the prerequisite for Offbeat Offense, collected during the Siege of Esthar (next section).
- 📖 Buy and read Pet Pals #5 at the Esthar Pet Shop (Angelo Approved) 5/6
- 📖 Buy and read Pet Pals #6 at the Esthar Pet Shop (Angelo Approved pops) 6/6
- 🐶 Pet Pals #5 teaches Angelo Search. Set Rinoa to learn it (400 points). Once learned, Angelo sometimes finds an item during battle, and the first time pops Every Dog Has Its Day
💎 Optional: Rosetta Stone (not needed for RA mastery, but useful). In the Esthar shopping mall, open the Store Directory at any shop and keep selecting Cheryl's Shop. It's closed, but each try has a small chance of handing you a Rosetta Stone (expect 50-100 tries). It teaches a GF Abilityx4, which helps in the GF-only fights and Omega Weapon. The other shops' gifts are only potions. A second Rosetta Stone is in Ultimecia's Castle (chapel organ route).
- ➡️ Next: leave the city onto the Great Plains of Esthar.
| Title | Guidance & Insights |
|---|---|
God's Own Fool (5)
|
Win the Ward card from Odine in the Presidential Palace, right after the Laguna dream. Fail Conditions - Advancing the story (Lunar Gate) without winning it. |
Connecting the Dots (3)
|
Obtain Occult Fan IV in the Presidential Palace in Esthar. Talk to the Presidential Aide outside the Airstation first, then to the Presidential Secretary in the Palace (near the door where Rinoa was left with Odine). He drops the magazine on the floor. Fail Conditions - Going to the Lunar Gate before getting it. |
Angelo Approved (5)
|
Read all 6 Pet Pals magazines. #1 is given automatically by Zell on the way to Timber, and #2 is found in Forest Owls' Base (Rinoa's Room). Neither is a shop purchase, so they're easy to miss. #3 and #4 are bought at the Timber Pet Shop; #5 and #6 at the Esthar Pet Shop (Disc 3). No permanently missable issues. Achievement Tracking - A Measured Indicator tracks read issues (X/6). |
Every Dog Has Its Day (1)
|
Obtain an item via Angelo Search, Rinoa's passive ability where Angelo randomly finds items during battle. Angelo Search is taught by Pet Pals #5 (Esthar Pet Shop, Disc 3); set Rinoa to learn it, then it happens naturally with Rinoa in the party. |
Important
Great Plains & Tears' Point
- 🚂 Go to Tears' Point and pick up the Solomon Ring at the foot of the large statue. Use it with 6x Malboro Tentacle, 6x Steel Pipe and 6x Remedy+ in your inventory (Runaway Train). Using the ring with anything missing silently does nothing, so check your counts first. If you don't have the ingredients yet, come back any time on Disc 3.
- ➡️ Next: go to the Lunar Gate. After Squall's team launches, you control Zell's party back in Esthar.
| Title | Guidance & Insights |
|---|---|
Runaway Train (5)
|
Obtain Doomtrain as a GF using the Solomon Ring (found at Tears' Point, Disc 3 after Esthar) with 6x Malboro Tentacle, 6x Steel Pipe, 6x Remedy+ (buy Remedies, convert with Alexander's Med LV Up). Malboro Tentacles come from Malboro cards (Card Mod, 4 per card). Steel Pipe comes from Elastoid cards (Card Mod, 1:1). Remedy+ comes from buying Remedies from any shop and converting with Alexander's Med LV Up (10:1). |
Warning
Scan Audit: Disc 3 Journey to Esthar & Esthar City
- Keeping Friends Closer: 11/11
- Guardian Audit: 6/9
- Now You See Them, Now You Don't: 4/18
- Know the Enemy: 52/61
- Analyze and Conquer: 26/45
- Scanning for Insecurities: 99/144
Important
Siege of Esthar (Zell's party)
⚠️ Warning (no level-up): Edea is in this party (her EXP is tracked), there are random battles in the city while the timer runs, and boarding needs a forced fight against a G-Soldier and an Elite Soldier. Keep Enc-None on. Soldiers can't be carded: Break the G-Soldier (70%), and LV Down the Elite Soldier to Lv 1 and kill it with anyone but Edea (or keep casting Break, though it's only 35% vulnerable). Go fast if you're trying to get Catch Me If You Can at the same time. You have to finish the fight and board Lunatic Pandora with at least 12:00 left.
- 📖 Go back to the soldier on the Combat King screen and talk to him again. Another soldier will run by. Talk to it for Combat King 004 (Offbeat Offense)
- 🎯 Save, then go into Odine's Lab to start the timer. Return to the screen where you received Combat King 004 and go right one more screen. Wait until 15:00-12:00 are left, and beat the G-Soldier and Elite Soldier there before the timer passes 12:00 (Catch Me If You Can). Spots #2 and #3 still get you aboard, but you're thrown out before you can collect anything.
- ➡️ Next: you're inside Lunatic Pandora.
| Title | Guidance & Insights |
|---|---|
Offbeat Offense (5)
|
Obtain Combat King 004 from the guard on the overpass bridge in Esthar. Fail Conditions - Never having the first conversation before progressing past Lunar Base. |
Catch Me If You Can (5)
|
Board Lunatic Pandora at the first available contact point during the Esthar siege. Time your approach well, because the window is missable. Fail Conditions - Failing to board at the first opportunity. Achievement Tracking - A Trigger Indicator is active during the correct boarding window. |
Important
Inside Lunatic Pandora (first infiltration)
⚠️ Warning (no level-up): on this visit (Zell's party) the only random encounters are Galbadian forces (G-Soldier, Elite Soldier, SAM08G and GIM52A) at normal levels. The Lv-1 monsters only appear on later visits. Keep Enc-None on. If a fight starts, flee before dealing damage (SAM08G and GIM52A can also be carded; soldiers can't).
- Right of the entrance is a Meteor draw point. Go up the stairs to the screen with three elevators and take Elevator #3:
- 🎁 Go right, down the stairs and the ladder (the door is open if you took the Old Key as Laguna, which you did) to get LuvLuv G (Thanking Me Later) 1/4
- 🎁 Head left over the embedded boulder to the next screen. The right-hand panel holds a Power Generator 2/4, and the left panel a Phoenix Pinion (Thanking Me Later) 3/4
- 📖 On the next screen, pick up Combat King 005 from the ground (This Is My Final Form)
- Ride back up and take Elevator #1:
- 🎁 On the screen with the elevator near the exit, the cavity from the boulder you pushed as Laguna holds a Spd-J Scroll 4/4. Thanking Me Later pops
- These items only exist if you did the matching Excavation Site actions in the Disc 1 dream.
- ➡️ Next: keep going up for a scene. The view switches to Squall's team at the Lunar Base.
| Title | Guidance & Insights |
|---|---|
This Is My Final Form (10)
|
Obtain Combat King 005 in Lunatic Pandora during the real party's infiltration. Fail Conditions - Exiting Lunatic Pandora without finding it, or having failed the earlier detonator puzzle. |
Thanking Me Later (10)
|
Obtain the Power Generator, Phoenix Pinion, LuvLuv G, and Spd-J Scroll in LP during the real party's infiltration. All four are in specific rooms, so plan your path. Fail Conditions - Missing any one of the four items. Achievement Tracking - A Measured Indicator tracks collected items (X/4). |
Important
Lunar Base
- 🃏 Get to the first save point and win the Alexander card from Piet (the man in white); all 7 Triple Triad rules start active here. It's needed for Queen of Cards Step 4, so don't Card Mod it until after losing it to her. If missed: Piet is at the Crash Site after you return to Earth. (House of Cards, Superior Collector)
- 🃏 Win the Laguna card from Ellone. (Special Card Match, Distinguished Collector)
- ➡️ Next: follow the Lunar Cry scenes to the escape pods.
| Title | Guidance & Insights |
|---|---|
Special Card Match (5)
|
Win the Laguna card from Ellone at the Lunar Base. Play her before you talk to her, because she won't play once you've spoken to her. Fail Conditions - Talking to Ellone first, or leaving the Lunar Base without the card. The Disc 4 Left Diamond fallback gives the card back, but the achievement resets on Disc 4. |
Important
Space & the Ragnarok
- 💫 Rescue Rinoa in the space minigame: hold Triangle to boost and keep her centered on screen. (Love Grows)
- 🔍 Scan Propagator (Purple): MISSABLE, scan before killing it (Now You See Them, Now You Don't) 5/18
- 🔍 Scan Propagator (Red): MISSABLE (Now You See Them, Now You Don't) 6/18
- 🔍 Scan Propagator (Green): MISSABLE (Now You See Them, Now You Don't) 7/18
- 🔍 Scan Propagator (Yellow): MISSABLE (Now You See Them, Now You Don't) 8/18
- ⚔️ Break the Cycle: kill both of the same color before touching any other color. Save before. Reload if any revive. See below for strategy.
- Once all 8 are dead, ride the elevator to the cockpit for a long scene. Love Grows pops as the scene moves on from the cockpit.
- ➡️ Next: back on Earth, fly to the Sorceress Memorial on the peninsula east of Esthar to get Rinoa back. The whole world opens up after that (next section).
| Title | Guidance & Insights |
|---|---|
Love Grows (10)
|
Rescue Rinoa aboard the Ragnarok. Automatic story progression. It pops after the Propagators, when the elevator takes you to the cockpit for the long scene (not at the space rescue minigame). |
Break the Cycle (10)
|
Defeat all 8 Propagators on the Ragnarok without any reviving. A killed Propagator's mate will revive it if you fight a different color before finishing its pair, and the only fix is to reload. Exact route (Purple -> Red -> Green -> Yellow): 1. From the starting hangar, head downstairs and kill the first Purple Propagator. 2. Go north through the large door. A Red Propagator is on the next screen. Ignore it and quickly take the door on the left to reach the second Purple. Killing it locks in Purple permanently. 3. Go right to fight the Red Propagator you just bypassed. 4. Go back left, then left again. A Green Propagator is here; ignore it for now and continue south to the second Red. Killing it locks in Red. 5. Return to the Green Propagator you skipped and kill it. 6. Go south, downstairs, through the smaller door on the upper right, to find the second Green. Killing it locks in Green. 7. Exit and go upstairs, then south to fight the first Yellow. 8. Go north twice, then to the upper-left, for the final Yellow. Killing it completes the set. Save before boarding this section. If a revive happens, reload rather than trying to recover mid-run. Fail Conditions - Any Propagator reviving due to killing mismatched color pairs. Achievement Tracking - A Measured Indicator tracks defeated Propagators (X/8); it should never reset as you go. |
Warning
Scan Audit: Disc 3 Siege of Esthar, Lunar Base & the Ragnarok
- Keeping Friends Closer: 11/11
- Guardian Audit: 6/9
- Now You See Them, Now You Don't: 8/18
- Know the Enemy: 52/61
- Analyze and Conquer: 26/45
- Scanning for Insecurities: 103/144
Important
The world is open
Once Rinoa is back, the Ragnarok can fly anywhere. Everything below is available until the Final Mission briefing, and almost all of it until Lunatic Pandora's final infiltration (next section). Do it in any order.
- 🗺️ Anything from the Disc 2 open world you haven't finished is still available: CC Group Heart/King, Tonberry King, the Chocobo Forests, the Winhill vase, Shumi Village. See Disc 2 - The Open World.
⚠️ Shumi Village closes at the Point of No Return. To get back into Balamb Garden, land at FH and walk in.
Important
Open World: Esthar
- 🔍 Scan Elnoyle: a fixed encounter at the Combat King screen in Esthar City (talk to the "man" there). Leave and return to repeat it. Card it for Energy Crystals rather than killing it (Know the Enemy) 53/61
- 🔍 Scan Malboro (Great Plains of Esthar, rare; Grandidi Forest) (Know the Enemy) 54/61
- 🔍 Scan Hexadragon (northern cliffs of the Great Plains of Esthar; Grandidi Forest) (Know the Enemy) 55/61
- 🔍 Scan Imp (Esthar City and the Great Plains of Esthar. Lunatic Pandora's final infiltration has them too) (Know the Enemy) 56/61
- 🔍 Scan Torama (Esthar City and the Great Plains of Esthar. Lunatic Pandora's final infiltration has them too) (Know the Enemy) 57/61
- 🔍 Scan Turtapod (Esthar City and the Esthar plains. Lunatic Pandora's final infiltration has them too) (Know the Enemy) 58/61
- 🔍 Scan Behemoth (Great Plains of Esthar. Lunatic Pandora's final infiltration has them too) (Know the Enemy) 59/61
- 🔍 Scan Iron Giant (Esthar continent; also the Deep Sea Research Center. Lunatic Pandora's final infiltration has them too) (Know the Enemy) 60/61
- ➡️ Next: Fly Ragnarok to the far bottom-left corner of the map to the Deep Sea Research Center
Important
Open World: Deep Sea Research Center
⚠️ Warning (no level-up): in the Laboratory, moving while the core glows starts fights (Anacondaur, Blood Soul, Bomb, Buel, Ruby Dragon), and every enemy here gets +15 levels. Only move while the core is dark. At the core you're forced into two Ruby Dragon fights before Bahamut. Cast LV Down until Scan shows Lv 1, then kill or Card them.
- 🔍 Scan Bahamut: scan before killing (Guardian Audit) 7/9
- ⚔️ Defeat Bahamut. He joins (Deep Sea Judgment)
- ➡️ Next: farm Curse Spikes from the fixed Tri-Face (optional, below), then continue down to Ultima Weapon.
Tip
Grinding Opportunity: Curse Spikes from the Tri-Face fixed encounter
Curse Spikes teach LV?Death, go into Strange Vision (2), and are the 100 you need for Dark Matter on the endgame branch. The fastest source is the fixed Tri-Face in the Deep Sea Deposit.
- Take the Fixed Encounter route: put Zell in your party and use steam units as follows: Level 1: 4, Levels 2-5: 1 each, Level 6: Zell punches the door open. (The computer on Level 1 resets the area if you took the other route.)
- The farm: the first Deep Sea Deposit screen has a Save Point and a fixed Tri-Face. Leave the screen and come back to fight it again.
-
Each fight (0 EXP):
- Cast LV Up until Scan shows Lv 30+, usually once, because enemies here get +15 levels. A Lv-30+ Tri-Face gives 6-8 Curse Spikes per Mug instead of 1-2.
- Mug it until the steal succeeds, using a low-Str character so the hits can't kill it.
- Cast Demi 2-3 times (25% of its current HP each, so it can't kill), then Card it. Card's chance equals the percentage of HP it has lost. The Tri-Face card Card Mods into one more Curse Spike, and a Card win gives 0 EXP.
- Keep fewer than 100 Tri-Face cards. At 100, Card fails with "can't turn into a card" whenever it would give another one, so the fight can't end via carding. Card Mod the Tri-Face cards into Curse Spikes before you start and again as they pile up.
- About 15 fights cover all 100+.
⚠️ Warning (no level-up): never kill the Tri-Face and never flee after hitting it. End every fight with Card. A leveled Tri-Face casts Pain (Silence, Poison, Darkness), so put those in ST-Def.
Important
Open World: Deep Sea Research Center Part 2
- ⚔️ Save, then defeat Ultima Weapon using GF summons only: no Attack, Draw, Magic or Items (see the table below for strategy). Underground Factory and Steam Fist Futurist both pop.
- 🔁 Reload that save and fight Ultima Weapon again normally. (Draw Me Close)
- 🔍 Scan Ultima Weapon: do it in this normal fight, since scanning in the GF-only fight breaks it (Analyze and Conquer) 27/45
-
⚠️ Draw Eden from Ultima Weapon (Draw Me Close) 6/6. Draw Me Close pops. - ➡️ Next: fly to Cactuar Island, off the eastern edge of the Kashkabald Desert.
| Title | Guidance & Insights |
|---|---|
Deep Sea Judgment (5)
|
Obtain Bahamut as a GF at the Deep Sea Research Center. For the steam puzzle, take the Fixed Encounters route (Zell in the party: Level 1 uses 4 units, Levels 2-5 one each, Zell punches the Level 6 door). It leaves enough steam for Ultima Weapon. Junction strong Elem-Def for the Bahamut fight. Draw Eden from Ultima Weapon below before leaving. |
Draw Me Close (5)
|
Obtain every drawable GF. The achievement tracks 6 GFs: Siren (Elvoret, Dollet), Carbuncle (Iguion, Deling City), Leviathan (NORG, MD Level), Pandemona (Fujin, Balamb Town lockdown), Alexander (Edea, Galbadia Garden), and Eden (Ultima Weapon, Deep Sea Research Center). Cerberus is not part of this achievement. 🛟 Safety net (US version only): if you miss one of the first five at its main-story window, each has exactly one more draw opportunity from a specific boss in Ultimecia's Castle late in Disc 4 (see the Missable GF Checklist). Eden can also be drawn from Tiamat in the Castle. Equip Draw on someone before that fight if you're relying on it. This does not work on the original JP version. The Castle is a last resort. Fail Conditions - Missing any of the six GFs at both their main-story window and their Castle backup window. Achievement Tracking - A Measured Indicator tracks obtained drawable GFs (X/6). |
Underground Factory (10)
|
Defeat Ultima Weapon using nothing but GF summons (no Attack, Draw, Magic or Items), so Eden can't be drawn in this fight. Save first. Once it pops, reload and fight again normally to draw Eden. Strategy: - Stay low level: Ultima Weapon scales with your party, so a no-level-up party faces a much weaker version. - Leave Rinoa out (Angelo can act on his own). - Speed: junction Spd (Triple/Haste/Tornado), equip Auto-Haste (Accelerator from the Kiros card), and set the battle speed to slowest so you get more turns between his. - Damage: equip SumMag+% abilities (Samantha Soul from the Quistis card teaches SumMag+40%), and Boost every summon to 250 (use your emulator's turbo function). - Open with Doomtrain to inflict Vit 0 (put initiative on this character so you can get it out fast), then summon your hardest hitters. Bahamut is by far the most powerful (then Alexander, Leviathan, Tonberry). - Light Pillar will KO a character or GF outright, and you can't use anything to revive. If Bahamut dies it gets much harder, and if he dies before you've used Doomtrain it's basically impossible. Reload and retry. Counter (a passive ability) doesn't break the run. Fail Conditions - Using any command other than GF: Attack, Draw, Magic or Item. Achievement Tracking - A Trigger Indicator is active while only GF summons have been used. |
Steam Fist Futurist (5)
|
Defeat Ultima Weapon in the Deep Sea Research Center. Draw Eden first. |
Important
Open World: Cactuar Island
- ⚔️ Touch the giant Cactuar that pops out of the sand to start the fight. Save first, and try the solo version first (Lonesome Desert Blues). Reload and do it normally if needed (Desert Dancers).
- 🔍 Scan Jumbo Cactuar: MISSABLE optional boss (Guardian Audit) 8/9
- ➡️ Next: Queen of Cards Step 4 (below).
| Title | Guidance & Insights |
|---|---|
Desert Dancers (5)
|
Defeat Jumbo Cactuar on Cactuar Island, just off the eastern edge of the Kashkabald Desert (the Cactuar grinding spot). Interact with the oversized Cactuar on the world map to start. Junction high HP, since 10,000 Needles can one-shot you. |
Lonesome Desert Blues (10)
|
Defeat Jumbo Cactuar with only 1 party member. Set up Squall alone (let others KO), use Aura for constant Renzokuken. Attempt both this and Desert Dancers in the same run, and save before. Fail Conditions - Having more than one living party member when Jumbo Cactuar is defeated. |
Tip
Grinding Opportunity: Elnoyle cards from the fixed encounter
The soldier on the Combat King screen in Esthar City (from the Palace: left twice, then right twice) starts a fight with a single Elnoyle. Leave the screen and come back to fight it again, as often as you like until the end of Disc 3. This fight gives no AP, so it's a card farm only: 10 Elnoyle cards Card Mod into 1 Energy Crystal, and the weapons in the shopping list below need 60 cards in total.
- Party: the same setup as the T-Rexaur farm: Squall, a Carder with Quezacotl junctioned, and a third character KO'd before you start. Remove Mug, unless you still need the Moon Stone for Exeter (Mug it once before attacking).
- Squall: 100 Ultima on Str with Str+20% and Str+40%, so every hit does exactly 9,999.
- Each fight: Squall attacks three times (no R1, no Renzokuken), then the Carder uses Card until it works. Elnoyle has at least 30,421 HP, so three capped hits (29,997) can't kill it. It's left about 98% damaged and Card lands almost every time.
⚠️ Warning (no level-up): only Squall's three normal attacks, nothing else. No limit breaks (they exceed the damage cap), no poison or other chip damage, and the Carder never attacks. Never flee after hitting it, because fleeing after damaging an enemy gives EXP in proportion to the damage. Elnoyle counters physical attacks, so keep Squall's HP up.
Note
👑 Queen of Cards 👑
Step 4 of 5 (after the Lunar Base)
- You now have the Alexander card from Piet (at the Lunar Base, or at the Crash Site if you missed him there).
- You're carrying the Lunar rules from Piet. Drop them before playing anyone else. In Dollet, challenge any card player and answer No when they ask to mix rules. Repeat until they challenge you without asking. You now carry Dollet's rules. Never accept a mix while carrying Lunar rules. (House of Cards)
- The Queen is in Dollet after Step 3. Save there. A card lost in Dollet always reaches her father. (House of Cards)
- Challenge her. Play 4 weak cards + your Alexander card. Deliberately lose. (House of Cards)
- She must travel to Balamb next. Reload if she goes elsewhere. (House of Cards)
- While you're still in Dollet, win back the Alexander card from the Queen's son. (House of Cards)
- Go to Timber and win the Doomtrain card from the pub owner in Timber (man at upper right of the screen). He rarely plays it, so challenge him repeatedly until he uses it. If he asks to mix rules, answer No until he stops asking, then play. (House of Cards, Superior Collector)
- ➡️ Next: Queen of Cards Step 5 (below).
Note
👑 Queen of Cards 👑
Step 5 of 5 (completion)
- You now have the Doomtrain card (won from the Timber pub owner in Step 4).
- The Queen is in Balamb after Step 4. Save outside town. (House of Cards)
- Challenge her. Play 4 weak cards + your Doomtrain card. Deliberately lose. (House of Cards)
- She must travel to Dollet. Reload if she goes elsewhere. (House of Cards)
- Talk to the Queen in Dollet: her father has made the Phoenix card. (House of Cards)
- Win back the Doomtrain card from the Queen's son in Dollet. (House of Cards)
- Win the Phoenix card from the Presidential Aide in blue, inside the Esthar Presidential Palace. (House of Cards, Superior Collector)
- 🃏 Save, then challenge the Queen in Dollet (Random was abolished there on Disc 1). Pick exactly the five father-made cards as your hand, in this order (Kiros, Irvine, Chubby Chocobo, Doomtrain, Phoenix) and win, with at least six board cards in your color at the end. House of Cards pops. Reload and replay if you lose.
- 🃏 Now Card Mod the Chubby Chocobo card -> 100x LuvLuv G -> use them all on one character with one GF (Perfectly Synced)
- ➡️ Next: the Obel Lake quest (below).
| Title | Guidance & Insights |
|---|---|
House of Cards (10)
|
Defeat the Queen of Cards with the five cards her father made as your whole hand. The logic checks the five hand slots, a win, and at least six board cards yours at the end. Avoid regions with the Random rule, which picks your hand for you. The full chain is broken into per-disc steps throughout this guide (see QoC Step 1 through Step 5 in each section). Must be completed before Disc 4. Fail Conditions - Challenging the Queen without all five father-made cards in your deck, or attempting it on Disc 4. |
Perfectly Synced (5)
|
Have a character reach max GF compatibility with any GF. Card Mod the Chubby Chocobo card (won from the bench man in Balamb Garden via Queen of Cards Step 3, not the Chicobo card the Chocobo Forests themselves reward) into 100x Luv Luv G -> use all 100 on one character with one GF. Instantly maxes compatibility. Do this once you have the Chubby Chocobo card. Do not use the Chubby Chocobo card for anything else. Achievement Tracking - A Measured Indicator tracks compatibility percentage. |
Important
Open World: Obel Lake (screenshots courtesy of bover_87's guide)
🌊 Crater Lake: the Obel Lake quest. It needs the Ragnarok for the last steps. If you took the Disc 1 head start, steps 1-2 are done. Keep Enc-None on throughout.
- 1. Obel Lake (north of Timber): at the tip of the peninsula, choose "Try humming" until a shadow speaks, then keep talking until it asks you to find Mr. Monkey. (Crater Lake)
- 2. Mr. Monkey (the forest nearest Dollet): throw a rock at him, then sing. (Crater Lake)
- 3. Back at Obel Lake: talk to the shadow until you've heard all its hints (the rock locations below). (If a rock doesn't appear at a location, you likely haven't received the clue yet. Go back to the shadow and get all the clues.) (Crater Lake)
I found it useful to activate turbo here so I didn't have to mash my "search" button the whole time
- 4. Mandy Beach's thin island (east of Timber): search the beach for a rock. (Crater Lake)
- 5. Balamb beach: search until you find the special rock and ignore the plain ones. (Crater Lake)
- 6. Monterose Plateau: follow the river through the Galbadia continent to the waterfall and land the Ragnarok on top. Examine the bird's nest, then keep examining and leaving until the two Thrustaevis fly off, then take the rock. (Fighting them gives EXP, so Card them if you do.) (Crater Lake)
- 7. Obel Lake: throw rocks until "The rock skipped many many times". Then go back to Mr. Monkey and throw rocks at him until he throws the fourth rock back. Together the rocks read "Mordred Plains has treasure". (Crater Lake)
- 8. Mordred Plains (north of Esthar, fly in): examine the ground to make rocks talk. Only the red rocks matter, and they always say the opposite, so go the other way. When a red rock says "The treasure's not here!", examine the same spot again for the Three Stars. (Crater Lake)
- 9. Eldbeak Peninsula (south-western Trabia, north of Balamb): read the stone pillar. The message points to Minde Island. (Crater Lake)
- 10. Minde Island (south-west of Esthar): search the island for the Luck-J Scroll. With both treasures found, Crater Lake pops.
- ➡️ Next: PuPu's quest (below).
| Title | Guidance & Insights |
|---|---|
Crater Lake (5)
|
Complete the Obel Lake quest. Can be started as early as Disc 1 (after the Timber mission) but cannot be finished until you have the Ragnarok, since one step requires landing it atop a Galbadia canyon and the final two locations are near Esthar. See the checklist above for the full chain. Fail Conditions - None. It stays open until the end of Disc 3. |
Important
Open World: PuPu's quest
- Have 5 Elixirs in your inventory and someone who can use Item (needed for the last step). (Interdimensional Card)
- Meet the UFO at all four spots (it can show up even with Enc-None on): (Interdimensional Card)
- Winhill Bluffs (Outside of Winhill) (Interdimensional Card)
- Mandy Beach (Northeast of Timber) (Interdimensional Card)
- Heath Peninsula (Small island east of Trabia Garden) (Interdimensional Card)
- Kashkabald Desert (Desert area to the west of Cactuar Island) (Interdimensional Card)
- Land on top of the canyon near the Chocobo Sanctuary (Grandidi Forest) and walk around until you meet UFO?. Scan it, then attack it until it falls (drops an Aegis Amulet). (Interdimensional Card)
- 🔍 Scan UFO?: MISSABLE, the UFO? battle above (Now You See Them, Now You Don't) 9/18
- Go to Balamb and run around the edge of the crater until PuPu appears. Scan it, then give it 5 Elixirs, and don't attack. You get the PuPu card (Interdimensional Card)
- 🔍 Scan PuPu: MISSABLE, scan before feeding it (Now You See Them, Now You Don't) 10/18
- ➡️ Next: the Islands Closest to Heaven and Hell (below).
| Title | Guidance & Insights |
|---|---|
Interdimensional Card (10)
|
Obtain the PuPu card. Meet the UFO at Winhill Bluffs, Mandy Beach, Heath Peninsula and Kashkabald Desert; defeat UFO? on the canyon top near the Chocobo Sanctuary, then find PuPu on the edge of the Balamb crater and give it 5 Elixirs. Fail Conditions - Attacking PuPu or giving fewer than 5 Elixirs. Never Card Mod the PuPu card, since nobody plays it back. |
Important
Islands Closest to Heaven and Hell
Do both on your Junction Mastery save, and before you get Odin: everyone in the party must still be at their starting level, and Odin's random kills (and Gilgamesh's on Disc 4) give EXP and fail Junction Mastery. Island enemies are always Level 100, so never attack them: Demi them down and Card them, which gives no EXP.
-
Setup:
- Remove every magic junction from the party, including Spd, Eva, Hit, Luck, Elem-Atk/Def and ST-Atk/Def. GFs and abilities are fine. (Outskirts Of Heaven, Highway to Hell)
- Stock Demi. Give your Carder Card (Quezacotl), and the party Initiative (Pandemona, Tonberry or Cactuar) and Alert. (Outskirts Of Heaven, Highway to Hell)
- One session per island: don't reload or soft reset until the achievement pops (reloading resets progress) and never use LV Down. Saving is fine.
- Each fight: Holy War on turn one before Malboro's Bad Breath or Ruby Dragon's Breath. Then your two non-carding characters cast Demi (Triple helps) while your Carder uses Card. Flee from types you've already defeated, before anyone acts.
-
Island Closest to Heaven: the largest island north-east of Grandidi Forest. Defeat:
- ⚔️ Malboro (Outskirts Of Heaven)
- ⚔️ Ochu (Outskirts Of Heaven)
- ⚔️ Chimera (Outskirts Of Heaven)
- ⚔️ Tri-Face (Outskirts Of Heaven)
- All four on Heaven carded: Outskirts Of Heaven pops
-
Island Closest to Hell: just west of the Galbadian continent:
- ⚔️ Malboro (Highway to Hell)
- ⚔️ Grendel (must be a single Grendel; a pair doesn't count) (Highway to Hell)
- ⚔️ Blue Dragon (Highway to Hell)
- ⚔️ T-Rexaur (Highway to Hell)
- ⚔️ Hexadragon (Highway to Hell)
- ⚔️ Ruby Dragon (Highway to Hell)
- All six on Hell carded: Highway to Hell pops
- ➡️ Next: anything else in the open world (below).
| Title | Guidance & Insights |
|---|---|
Outskirts Of Heaven (10)
|
Win one fight against each enemy type on the Island Closest to Heaven (Malboro, Ochu, Chimera, Tri-Face) in one session. The whole party must be at its starting level (never leveled up), with no magic junctioned in any slot. Card counts as a win: Demi each enemy down, then Card it, so no EXP. Fail Conditions - Any party member above their starting level, any magic junctioned, using LV Down, or reloading or soft resetting before all four are done. |
Highway to Hell (10)
|
Same rules for the Island Closest to Hell: Malboro, Grendel (single), Blue Dragon, T-Rexaur, Hexadragon, Ruby Dragon. Fail Conditions - Same as Outskirts Of Heaven, plus carding a double-Grendel encounter (only a single Grendel counts). |
Important
Open World: anywhere
- 🔵 Quistis's Blue Magic: she needs 15 (everything except Laser Eye). Collect the items with 0 EXP using the shopping list below and use each one on her from the Item menu (Substitutiary Locomotion). Shockwave Pulsar can only be made on the Disc 4 endgame branch.
- 🗡️ Devour one each of T-Rexaur (Lv 30+), Adamantoise (Lv 30+), Behemoth (Lv 40+), Malboro (Lv 30+) and Ruby Dragon (Lv 45+) in one session (method in the Junk Food Junkie entry below). Eden comes with Devour, and Tonberry's LV Up raises the enemies' levels.
- 🔧 Remaining weapon upgrades (materials in the table below):
- Quistis's Save the Queen (Balamb's Dominatrix)
- Zell's Ehrgeiz (Hyperactive Rowdy Punk)
- Selphie's Strange Vision (Double Vision)
- Rinoa's Shooting Star (Star of Wishes)
- Irvine's Exeter (The Guns of Brixton)
- ➡️ Next: when everything else in the open world is done, get Odin (Last stop: Odin, below).
Tip
Shopping list: Quistis's Blue Magic and the ultimate weapons
"Card" means win the enemy's card at Triple Triad or Card the enemy (lower its HP with Demi first; a Card win gives 0 EXP), then Card Mod it.
| Blue Magic | Item | How to get it with 0 EXP |
|---|---|---|
| Ultra Waves | Spider Web | Caterchipillar card (1:1) |
| Electrocute | Coral Fragment | Creeps card (1:1) |
| LV?Death | Curse Spike | Tri-Face card (1:1) |
| Degenerator | Black Hole | Gesper card (1:1) |
| Aqua Breath | Water Crystal | Fastitocalon card (1:1), or 5 Fastitocalon-F cards |
| Micro Missiles | Missile | Mug a GIM52A (100%). LV Down it to Lv 1 first, then flee, or do it on the endgame branch |
| Acid | Mystery Fluid | Gayla card (1:1) |
| Gatling Gun | Running Fire | SAM08G card (1:1) |
| Fire Breath | Inferno Fang | 10 Ruby Dragon cards |
| Bad Breath | Malboro Tentacle | 4 Malboro cards |
| White Wind | Whisper | Mug an Adamantoise, then Card it |
| Homing Laser | Laser Cannon | Mobile Type 8's guaranteed drop (Lunatic Pandora, final infiltration) |
| Mighty Guard | Barrier | 10 Behemoth cards |
| Ray-Bomb | Power Generator | Lunatic Pandora pickup (Thanking Me Later) |
| Shockwave Pulsar | Dark Matter | 100 Curse Spikes refined with Siren's Tool-RF at Lv 100 (endgame branch only) |
| Weapon | Magazine | Materials | How to get them with 0 EXP |
|---|---|---|---|
| Save the Queen (Quistis) | Weapons Monthly, August | 2 Malboro Tentacle, 4 Sharp Spike, 4 Energy Crystal | 8 Malboro cards; 4 Grand Mantis cards; 40 Elnoyle cards |
| Ehrgeiz (Zell) | Weapons Monthly, August | 1 Adamantine, 4 Dragon Skin, 1 Fury Fragment | Minotaur card (gives 10 Adamantine); Dragon Skin (see below); 4 Blue Dragon cards |
| Strange Vision (Selphie) | Weapons Monthly, First Edition | 1 Adamantine, 3 Star Fragment, 2 Curse Spike | Minotaur's Adamantine; 9 Iron Giant cards; 2 Tri-Face cards |
| Shooting Star (Rinoa) | Weapons Monthly, First Edition | 2 Windmill, 1 Regen Ring, 1 Force Armlet, 2 Energy Crystal | 2 Abyss Worm cards; 10 Chimera cards; Edea's drop at Galbadia Garden, or the Esthar Pet Shop (Familiar); 20 Elnoyle cards |
| Exeter (Irvine) | Weapons Monthly, First Edition | 1 Dino Bone, 1 Moon Stone, 1 Star Fragment, 18 Screw | 2 T-Rexaur cards or 1 Armadodo card; Mug the Elnoyle (100%), then Card it; 3 Iron Giant cards; 4 Geezard cards |
- Totals worth farming: 60 Elnoyle cards (6 Energy Crystals; Card the Esthar Elnoyle fixed encounter and Mug its Moon Stone first) and 12 Iron Giant cards. One Minotaur card covers both Adamantines.
- Dragon Skin can't be Mugged or Carded and only drops from a kill (Anacondaur, Blue Dragon, Grendel, Hexadragon). Cast LV Down until the enemy is Lv 1 before killing it, so each kill costs only a couple of EXP. You need 4. Or collect them on the endgame branch.
- Missed a magazine? The Esthar Book Store sells Weapons Monthly August (1,000 Gil) and First Edition (50,000 Gil, needs Familiar).
| Title | Guidance & Insights | ||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Junk Food Junkie (10)
|
Devour one enemy for each stat boost except Speed, all in one session (don't close the game or use the emulator's Reset between them, but saving is fine). A devoured enemy gives AP and 0 EXP. Enemy table: expand
Strategy - Junction Eden (Devour) to the devourer and Tonberry (LV Up) to another character. Junction the devourer's HP as high as possible, because Devour fails if the enemy's current HP is above the devourer's, and otherwise succeeds (devourer HP - enemy HP) / devourer HP of the time. - Cast LV Up and Scan after each cast. Each cast doubles the level: from about Lv 8, two casts reach 30+ and three reach 40+/45+. Don't overshoot, since HP rises with level. - Bring its HP down with Squall's 9,999 hits, then Demi (25% of current HP, never kills). Scan shows its current HP. Behemoth is immune to Demi: use hits only. Then Devour. - Leveled Malboros (Bad Breath) and Ruby Dragons hit hard: put Sleep on them and junction status defense. Skip the Islands Closest to Heaven/Hell, since their enemies are fixed at Lv 100 with huge HP. - Even if your devourer's HP is above the target's, it's not guaranteed. Keep trying. Achievement Tracking - A Measured Indicator tracks collected stat boosts (X/5). |
| Title | Guidance & Insights |
|---|---|
Balamb's Dominatrix (5)
|
Obtain Quistis's Save the Queen at a Junk Shop (needs Weapons Monthly, August): 2 Malboro Tentacle, 4 Sharp Spike, 4 Energy Crystal. Sources are in the shopping list above. |
Hyperactive Rowdy Punk (5)
|
Obtain Zell's Ehrgeiz at a Junk Shop (needs Weapons Monthly, August): 1 Adamantine, 4 Dragon Skin, 1 Fury Fragment. Dragon Skin is drop-only (Anacondaur, Blue Dragon, Grendel, Hexadragon). LV Down the enemy to Lv 1 before each kill. Sources are in the shopping list above. |
Double Vision (5)
|
Obtain Selphie's Strange Vision at a Junk Shop (needs Weapons Monthly, First Edition): 1 Adamantine, 3 Star Fragment, 2 Curse Spike. Sources are in the shopping list above. |
Star of Wishes (5)
|
Obtain Rinoa's Shooting Star at a Junk Shop (needs Weapons Monthly, First Edition): 2 Windmill, 1 Regen Ring, 1 Force Armlet, 2 Energy Crystal. Sources are in the shopping list above. |
The Guns of Brixton (5)
|
Obtain Irvine's Exeter at a Junk Shop (needs Weapons Monthly, First Edition): 1 Dino Bone, 1 Moon Stone, 1 Star Fragment, 18 Screw. Moon Stone comes from Mugging the Elnoyle, not a card. Sources are in the shopping list above. |
Important
Last stop: Odin
Do this as the very last thing before boarding Lunatic Pandora, after all other Disc 3 scanning, card farming and side quests are done.
⚠️ Warning: Once owned, Odin appears at random at the start of normal (non-boss) battles and kills every enemy, which awards EXP. He can't be junctioned or switched off. From the moment you have him: keep Enc-None equipped, and if he appears in a battle you couldn't avoid, reset. He never appears in boss fights, or against Tonberry, Grat, Cactuar, Vysage, Lefty, Righty, PuPu, UFO or E-Soldier.
- Prepare: If you've followed the guide, your Squall can kill him in a couple of hits. Otherwise junction your strongest Str setup, put Scan, Draw and Mug on your party, and save on the world map outside the Centra Ruins (the ruin on the island north of the main Centra continent). A 20-minute timer starts when you enter. If it hits 0:00 while you're inside, Odin uses Zantetsuken and it's Game Over. (Sleipnir)
- If you've been following the guide, you already have the shortcut to Odin. Just hold square as you enter. Otherwise:
- Lower ruins: climb the outside stairs through the first five screens (only Tonberries, which give 0 EXP; Enc-None skips them). On the fifth screen, go inside the building and ride the square stone elevator up. (Sleipnir)
-
Upper ruins (Armadodo, Blobra, Bomb, Buel, Forbidden and Red Bat all give EXP, so use Enc-None or card them): (Sleipnir)
- Right after the elevator, climb the left ladder to the top and go through the door. Examine the orb/switch inside.
- Climb back down and examine the now-glowing altar. A staircase appears on the right. Climb it.
- On the next screen (ladder on the left, closed door in the middle, stairs on the right), climb the left ladder and take the eye from the gargoyle statue.
- Climb down and take the right stairs as far up as you can. Put the eye in the second gargoyle at the very top. It shows a code, random every time, so write it down. Take the eye back out.
- Return to the first gargoyle (up the left ladder), insert both eyes and enter the code. The middle door opens and Odin is inside.
- 🔍 Scan Odin (Guardian Audit) 9/9. Guardian Audit pops
- ⚔️ Odin never attacks. Mug the Luck-J Scroll and Draw Triple, then beat him before the timer runs out. Odin gives 0 EXP, and you also get the Odin card. (Sleipnir) If you're holding the other ten Level 9 cards, the Odin card pops Superior Collector.
- Keep Odin (don't reload): you need him when you start Seifer's final solo battle for Knight of the Swords.
- ➡️ Next: go to Edea's house.
| Title | Guidance & Insights |
|---|---|
Guardian Audit (5)
|
Scan every fightable GF: Ifrit, Diablos, Cerberus, Bahamut, Odin, Tonberry King, and Jumbo Cactuar (the GF encounter, not the small overworld Cactuar), plus both halves of the Brothers pair (Sacred and Minotaur) for 9 scans total. Scan when you fight them. Fail Conditions - Defeating any fightable GF without scanning it first. Achievement Tracking - A Measured Indicator tracks scanned GFs (X/9). |
Sleipnir (5)
|
Obtain Odin via the timed fight at the top of the Centra Ruins. See "Last stop: Odin" above. Odin never attacks. If the 20-minute timer runs out he uses Zantetsuken for a Game Over. Save before entering. Fail Conditions - The timer reaching zero (Game Over, so reload), or starting Seifer's final solo battle without Odin, which also fails Knight of the Swords. |
Superior Collector (5)
|
Obtain all Level 9 GF cards. Achievement Tracking - A Measured Indicator tracks collected cards. |
Warning
Scan Audit: Disc 3 Ragnarok Open World
- Keeping Friends Closer: 11/11
- Guardian Audit: 9/9
- Now You See Them, Now You Don't: 10/18
- Know the Enemy: 60/61
- Analyze and Conquer: 27/45
- Scanning for Insecurities: 117/144
Note
➡️ Next: when you're ready, go to Edea's House for the Final Mission (next section).
Important
The Promise & the Briefing
- Go to Edea's House, follow Angelo, and talk to Rinoa. Return to the Ragnarok.
- Go to the Presidential Palace in Esthar (you can land at the Airstation) and go through to the President's office.
- 🃏 During the scenes, before talking to Laguna, challenge him to Triple Triad for the Squall card (Dreaming of a Moron). With the other ten Level 10 cards in hand, Distinguished Collector pops too. If you've been following the guide, Master Collector also pops (unless you've Card Modded any rare cards).
- Talk to Laguna, ask about the mission, then talk to him again and say yes.
- ➡️ Next: work through the Point of No Return checklist (below), then fly into Lunatic Pandora.
| Title | Guidance & Insights |
|---|---|
Dreaming of a Moron (5)
|
Win the Squall card from Laguna, in the President's office before you talk to him, or in the Ragnarok's cabin after his Final Mission briefing. Fail Conditions - Leaving for Disc 4 without it. |
Distinguished Collector (10)
|
Obtain all Level 10 Player cards. Missable windows: Laguna card from Ellone (Lunar Base Disc 3 only), Squall card from Laguna (Disc 3), and the others noted throughout this guide. If missed: a Laguna card missed at the Lunar Base can be won from the CC Group on Disc 4 (Special Card Match can't). Achievement Tracking - A Measured Indicator tracks collected player cards. |
Warning
What comes next is a second visit to Lunatic Pandora. It's a point of no return. Many quests and activities that have been open for a long time close after this. Do not enter until everything below is complete.
Point of No Return checklist. Complete all of this before passing Mobile Type 8's room in Lunatic Pandora:
- ✅ All 7 CC Group members defeated (The Dealer)
- ✅ Shumi Village quest complete (The Village Green Preservation Society). Shumi Village becomes inaccessible after this point
- ✅ Island Closest to Heaven and Hell done: ideally before you got Odin (Outskirts Of Heaven, Highway to Hell)
- ✅ Odin obtained: see "Last stop: Odin" above (Knight of the Swords)
- ✅ All Timber Maniacs issues collected. The building becomes inaccessible after this point (Cover of a Magazine)
- ✅ Queen of Cards positioned and ruled where you want her. It's the last chance before Disc 4 to move her or change her personal Trade Rule (House of Cards)
Check your achievement list before flying into Lunatic Pandora.
Exactly these achievements should still be locked:
- Book Smart 0/30
- Sergeant Fury
- Knight of the Swords
- The Sorcerer's Apprentice
- My Last Hostage
- A Public Execution
- Time Is On My Side
- Break My Stride 0/8
- Don't Fear The Reaper
- I'm On Top Of the World
- Analyze and Conquer 27/45
- Now You See Them, Now You Don't 10/18
- Know the Enemy 60/61
- Scanning for Insecurities 117/144
- I Put A Spell on You 49/50
- Liberi Fatali
- The Magic Hour is Now
- A Door to the Past
- Junction Mastery
- Master Collector: only if you've Card Modded a rare card, otherwise it popped with the Squall card
Everything else should already be unlocked. If any of these aren't and you don't want to get them now, you can still get them on Disc 4:
- Substitutiary Locomotion
- Junk Food Junkie
- The five weapon achievements: Balamb's Dominatrix, Hyperactive Rowdy Punk, Double Vision, Star of Wishes, The Guns of Brixton
- Crater Lake
- Interdimensional Card
- Perfectly Synced
- Every Dog Has Its Day
- Runaway Train
- Deep Sea Judgment
- Steam Fist Futurist
- Underground Factory
- Draw Me Close (Eden can also be drawn from Tiamat)
- Desert Dancers and Lonesome Desert Blues
- The Advanced, Superior and Distinguished Collector cards: the Disc 4 CC Group plays them back
Anything else that's locked has been missed, or will be if you proceed. Go back and do those achievements before passing Mobile Type 8's room.
- ➡️ Next: Once your achievement list looks like the above, fly the Ragnarok into Lunatic Pandora.
Important
Lunatic Pandora final infiltration checklist, in order of encounter:
- 🔍 Scan Raijin (2): MISSABLE (Analyze and Conquer) 28/45
- 🔍 Scan Fujin (2): MISSABLE (Analyze and Conquer) 29/45
- 🔍 Scan Left Probe: MISSABLE, scan before defeating Mobile Type 8 (Analyze and Conquer) 30/45
- 🔍 Scan Right Probe: MISSABLE, scan before defeating Mobile Type 8 (Analyze and Conquer) 31/45
- 🔍 Scan Mobile Type 8: MISSABLE (Analyze and Conquer) 32/45
- 🎁 Mobile Type 8 always drops 1-4 Laser Cannons. Use one to teach Quistis Homing Laser (Substitutiary Locomotion)
- 🔍 Scan Seifer (4): MISSABLE (Analyze and Conquer) 33/45
- ⚔️ Defeat Seifer in his final solo battle (The Sorcerer's Apprentice). After this there is no going back.
- ⚔️ Because you own Odin, the fight opens with a scene and ends automatically after 13 turns (or when Seifer's HP hits 0), and Gilgamesh replaces Odin (Knight of the Swords)
- ➡️ Next: after Seifer, Disc 3 ends.
Warning
Scan Audit: Disc 3 Lunatic Pandora (Final Infiltration)
- Keeping Friends Closer: 11/11
- Guardian Audit: 9/9
- Now You See Them, Now You Don't: 10/18
- Know the Enemy: 60/61
- Analyze and Conquer: 33/45
- Scanning for Insecurities: 123/144
| Title | Guidance & Insights |
|---|---|
The Sorcerer's Apprentice (5)
|
Beat Seifer for the final time in the story. Automatic story progression. |
Knight of the Swords (3)
|
Obtain Gilgamesh as a GF. If you own Odin when you start Seifer's final solo battle in Lunatic Pandora, a scene plays, the fight ends automatically after 13 turns (or when Seifer's HP hits 0), and Gilgamesh replaces Odin. Fail Conditions - Starting Seifer's final solo battle without Odin. There is no later chance. |
Warning
Gilgamesh and EXP
Gilgamesh (who replaced Odin at Seifer's final battle) can appear at random partway through any normal battle. Roughly 1 in 4 of his appearances is Zantetsuken, which kills every enemy and awards EXP. On your Junction Mastery save, keep Enc-None equipped wherever you can, and save before any random battle you have to fight so you can reload if he wipes the enemies.
Important
Defeating Adel
- Go back to Mobile Type 8's room, climb the crane-like structure and follow it round for a scene. Save first. You can still wander Lunatic Pandora but not leave it.
- 🔍 Scan Adel: on the reloaded fight, MISSABLE (Analyze and Conquer) 34/45
- 🔍 Scan Rinoa (junctioned to Adel): separate scan entry from regular Rinoa, MISSABLE (Analyze and Conquer) 35/45
- ⚔️ My Last Hostage: kill Adel with one 250-Boosted Eden, Lv cap 45. Method in table
- ➡️ Next: after Adel, time compression starts and you wake up in the Commencement Room.
| Title | Guidance & Insights |
|---|---|
My Last Hostage (25)
|
Defeat Adel using nothing but GFs, level cap 45. Rinoa can't be protected. In this fight she is an enemy with fixed stats set by the battle level (about 8,900 HP at Lv 45, Vit 1, Spr 6), so junctions you gave her beforehand don't carry over, and every GF hits her as well as Adel. If her HP hits 0 it's a Game Over. Strategy (one Eden): save right before the fight. Junction Eden to Squall and give him as many Mag+X% abilities as you can and junction 100 Ultima to his MAG stat; the other two start by scanning Rinoa and Adel. Summon Eden and Boost it to 250 (~28,000 damage, enough without any SumMag+ abilities). It kills Adel. Rinoa should die from the damage as well, but Adel dies first so the achievement pops and it counts as a victory. Fail Conditions - Using attacks, magic, or items, Any character above Lv45, Rinoa's HP reaching 0 (Game Over). Achievement Tracking - A Trigger Indicator is active when conditions are met entering the Adel fight. |
Important
Commencement Room: the Sorceresses
- Leaving the room starts a chain of 11 one-at-a-time fights against "Sorceress" enemies: type A (1-6, 3,390 HP each), B (7-10, 4,496 HP each) and C (11, 32,498 HP, counts down to Ultima). The achievements treat all 11 as one battle, so you play the chain twice: an items-only run for both achievements, then a reload for the scans.
- Setup (before leaving the room): junction the whole party for Time Is On My Side: only Haste, Slow, Stop, Double, Triple, Demi or Quake in any slot, one GF per person, nobody on the roster above Lv 45. Full setup in the table. Then save at the first Save Point (the extra ones that appear are fake).
- Run 1 (items only): nobody attacks, casts, summons, Draws, Scans or uses a limit break in any of the 11 fights. Only the Item command, or do nothing.
- ⚔️ A Public Execution: pops after Sorceress 11 dies.
- ⚔️ Time Is On My Side: pops at the same moment.
- Reload the save from before you left the room. Keep the same junctions.
- Run 2 (scans): fight normally, with Squall attacking (the table setup kills Sorceresses 1-10 in one hit each). If Time Is On My Side didn't pop on run 1, it pops here.
- 🔍 Scan Sorceress A, B, and C: one of each type, all MISSABLE (Analyze and Conquer) 36-38/45
- After the last Sorceress, run through the time-compressed Edea's House and out the back. Along the path, portals left of the great chain lead to the world map (see Final Preparations).
- ➡️ Next: use the Save Point and climb the steps into Ultimecia's Castle.
| Title | Guidance & Insights |
|---|---|
Time Is On My Side (10)
|
Defeat the 11 Time Compressed Sorceresses with time magic as your only junctioned magic, level cap 45, one GF per person. Allowed magic: Haste, Slow, Stop, Double, Triple, Demi, Quake, or an empty slot. This covers every junction slot of each party member: HP through Luck, Elem-Atk, ST-Atk, all four Elem-Def and all four ST-Def. Meteor is not allowed. GFs: at most one per party member (the bench isn't checked). Level: nobody on the whole roster above Lv 45, benched characters included. Setup: - Squall (the attacker): Lion Heart if you have it. One GF that has as many of HP-J, Str-J and Spd-J as possible, plus Str+% and Auto-Haste (e.g., Cerberus taught HP-J and Str+60%). Quake on HP, Triple on Str, Haste on Spd. Leave the Elem-Def and ST-Def slots empty unless you have allowed spells for them. Abilities aren't restricted. Tested result: about 4,000 HP, 208 Str, 105 Spd. Sorceresses 1-10 die in one hit each, Sorceress 11 in 5-6. - The other two: one GF each, Quake on HP, nothing else. - Spells needed: 100 Quake per party member, plus 100 Triple and 100 Haste for Squall. Check before leaving the room: open each party member's Junction screen and confirm every slot is empty or holds one of the seven allowed spells. A leftover spell in Elem-Def or ST-Def fails the achievement. Fail Conditions - Any other magic junctioned to a party member, Anyone on the roster above Lv 45, A party member with more than one GF. Achievement Tracking - A Trigger Indicator is active when all conditions are met entering the fight. |
A Public Execution (10)
|
Kill a Sorceress using only items: no attacks, magic, GFs, Draw, Scan or limit breaks from anyone. The logic only accepts three fights: Adel (start of Disc 4), the Sorceress chain in the Commencement Room, or Ultimecia. Commencement Room: the 11 Sorceresses count as one battle, so all 11 must die to items alone (about 71,000 HP in total at Lv 45), so the scans wait for a second run. Do it with the Time Is On My Side junctions so both achievements pop together. - Damage (Ultima Stones): Ultima Weapon dropped 100 of them. Stones scale with the user's Mag, so for this run junction Triple (or Quake) to Mag. Meteor, Flare and Holy Stones work too, and Sorceresses A and B drop more as they die. - Death Stones (optional): Sorceresses 1-10 are 80% vulnerable to Death, so one Death Stone can save several Ultima Stones. Sorceress 11 is immune. - Sorceress 11: whenever she isn't counting down, she counters every hit with Creepy Touch (an automatic critical). Use a Protect Stone against that and a Shell Stone against her Ultima. Heal with Megalixirs or X-Potions, and use Hero or Holy War for invincibility as her countdown nears 1. - Act straight away every turn: if Gilgamesh appears, the attempt doesn't count, and he only shows up when nobody is acting. Fail Conditions - Any party member taking a non-item action in any of the 11 fights. |
Note
How the castle works
- Almost everything is sealed when you enter: Draw, Save, Resurrect, GF, Item, Command Abilities, Magic and Limit Breaks. Beating each of the 8 castle bosses unseals one. Attack, junctions and character/party abilities always work, so Enc-None still works, and everything is available again as soon as you step outside.
- It's a two-party dungeon. Swap between parties at the green lights.
- Random encounters here can be almost any regular enemy in the game, at random levels, and they give EXP. Keep Enc-None on.
Important
The castle bosses, in order
- Tri-Point: fight it first. Magic is sealed in your first castle fight, and Tri-Point is the one boss you don't need to scan (for Scanning for Insecurities or Now You See Them, Now You Don't). Walk past Sphinxaur at the top of the entrance steps (go round it, avoiding its center, so the fight doesn't start) and through the doors directly behind it, step on the chandelier to drop it, then go down the hatch into the wine cellar. Beat Tri-Point with Attack and unseal Magic.
-
Sphinxaur: now with Magic, go back to the entrance steps. It turns into Sphinxara mid-fight; scan both forms.
- 🔍 Scan Sphinxaur: transforms into Sphinxara, scan both (Now You See Them, Now You Don't) 11/18
- 🔍 Scan Sphinxara: second form of Sphinxaur (Know the Enemy) 61/61. Know the Enemy pops
-
Trauma (with 2 Droma): follow the path all the way right to the art gallery: examine every painting, then enter VIVIDARIUM, INTERVIGILIUM, VIATOR at the big painting on the left.
- 🔍 Scan Trauma: scan Trauma AND Droma separately before killing either (you will have to wait for trauma to summon a droma) (Now You See Them, Now You Don't) 12/18
- 🔍 Scan Droma: fought with Trauma, scan before defeating Trauma (Now You See Them, Now You Don't) 13/18
-
Red Giant: north door, down to the basement waterway, through the open door into the dungeon (grab the Prison Key). Meltdown or Doomtrain speeds this up.
- 🔍 Scan Red Giant (Now You See Them, Now You Don't) 14/18
-
Krysta: needs both parties: take your second party to the chandelier room (Grand Hall) and stand on the green light on the right to lock the lever, then switch back, go up the entrance-hall stairs, through the double doors and across the chandelier to the Terrace.
- 🔍 Scan Krysta (Now You See Them, Now You Don't) 15/18
-
Gargantua: the Armory (right-most basement door). Get the Armory Key from the rickety chapel bridge (walk, don't run), drain the waterway with the lever, then open the Armory.
- 🔍 Scan Gargantua (Now You See Them, Now You Don't) 16/18
-
Catoblepas: the Treasure Vault Key is by the courtyard fountain; the hidden door is behind the pillar in the hallway south of the elevator room. Open the boxes in the order 2, 3, 1, 4.
- 🔍 Scan Catoblepas (Now You See Them, Now You Don't) 17/18
-
Tiamat: the clock tower. From the chapel, cross the bridge, climb until you're level with the pendulum, and mash X as it swings to reach the balcony. Draw Eden here if you haven't got it.
- 🔍 Scan Tiamat (Now You See Them, Now You Don't) 18/18. Now You See Them, Now You Don't pops
- 🔓 Beating all 8 unseals every command (Break My Stride)
- Optional: play the chapel organ (hold every face and shoulder button until the note stops) to open the path from the courtyard to the Rosetta Stone.
- ➡️ Next: Omega Weapon (below).
| Title | Guidance & Insights |
|---|---|
Break My Stride (5)
|
Unseal every command in Ultimecia's Castle by defeating all 8 bosses. Each victory restores one command. Bosses: Tri-Point, Krysta, Catoblepas, Tiamat, Red Giant, Trauma, Gargantua, Sphinxaur/Sphinxara. Achievement Tracking - A Measured Indicator tracks unsealed commands (X/8). |
Know the Enemy (5)
|
Scan every regular enemy, and scan everything the first time you meet it. Achievement Tracking - A Measured Indicator tracks scanned enemies. |
Now You See Them, Now You Don't (10)
|
Scan every rare enemy. Tri-Point is excluded from this achievement (per its own description). The 18: Elite Soldier, Base Soldier, Base Leader, Slapper, the four Propagators, UFO?, PuPu, Sphinxaur, Krysta, Trauma, Droma, Red Giant, Catoblepas, Gargantua and Tiamat. Fail Conditions - Missing any rare enemy type (Tri-Point excluded). Achievement Tracking - A Measured Indicator tracks scanned rare enemies. |
Important
Omega Weapon
- Unseal everything first (anything still sealed stays sealed for this fight). Save in a separate slot first (see Multiple Saves).
- Park your main party on the green light in the Courtyard, switch to the other party, go to the Entrance Hall balcony, exit right and ring the bell (the rope). Switch back quickly and approach the monster in the Chapel.
- 🔍 Scan Omega Weapon before killing, using Squall or Zell (never the Potion thrower) (Analyze and Conquer) 39/45
- ⚔️ Beat it without anyone going down, and without Hero/Holy War or The End (Don't Fear The Reaper). Potion-delay strategy in the table. Omega gives 0 EXP. Any win also pops I'm On Top Of the World.
- ➡️ Next: leave the castle by the portals for any final preparations (next section), or climb the clock tower for the final battle.
| Title | Guidance & Insights |
|---|---|
Don't Fear The Reaper (25)
|
Defeat Omega Weapon without losing a party member, without invincibility items (Hero/Holy War), and without Selphie's The End. Key trick: a Potion thrown at Omega delays his turn. With a faster character throwing one every turn, he never acts. Setup: - Squall and Zell: junction for maximum Spd and Str; leftover junctions don't matter (HP is fine). Both need Aura, Meltdown and the Item command. - Third character: maximum Spd, Auto-Haste, the Item command and a stack of Potions. The fight: - Third character: throw a Potion at Omega every turn. - Squall and Zell: each casts Aura on himself; one of them casts Meltdown on Omega and the other one scans. - Once Auras and Meltdown have both landed and you've scanned, use Renzokuken and Duel every turn. Press Triangle to switch between them until the Limit Break arrow shows. - Duel: alternate Booya (-> <-) and Heel Drop (↑ ↓) until the timer runs out. Don't use a finisher, as it ends the Duel early. - Repeat until Omega dies. Fail Conditions - Any party member being KO'd, Using Hero/Holy War items, Using Selphie's The End. Achievement Tracking - A Trigger Indicator is active when all conditions are met entering the fight. Disappears if a party member is KO'd. |
I'm On Top Of the World (10)
|
Defeat Omega Weapon. No additional restrictions. Pops alongside Don't Fear The Reaper if all conditions are met, or separately if the challenge attempt fails. |
Warning
Scan Audit: Disc 4 Ultimecia's Castle
- Keeping Friends Closer: 11/11
- Guardian Audit: 9/9
- Now You See Them, Now You Don't: 18/18
- Know the Enemy: 61/61
- Analyze and Conquer: 39/45
- Scanning for Insecurities: 138/144
Important
Getting the Ragnarok back
- The portals one screen south of the castle entrance lead to the world map. Towns are closed, but the Fire Cavern, Tomb of the Unknown King, Centra Ruins, the Chocobo Forests, the Deep Sea Research Center, Trabia Canyon, the Crash Site and Tears' Point are all still open.
- Take the middle portal to the island north of the main Centra continent. Go round the mountains in the north-east to the Forest of Solitude and ride a chocobo out. Cross the shallows at the island's south-western edge to the main Centra continent and ride to the Kashkabald Desert. The Ragnarok is there.
- ➡️ Next: everything below can be done in any order.
Important
Cards: the CC Group on the Ragnarok
- If you finished the CC Group quest, all seven members are aboard the Ragnarok and will play back any rare card you're missing (except PuPu). Left Diamond also plays the Queen of Cards cards. See Managing Triple Triad Cards.
- The Queen of Cards is at the Crash Site.
- 🃏 Fill in the rest of the card list, including PuPu (Master Collector)
- Use them to finish Advanced Collector, Superior Collector, Distinguished Collector and Master Collector if there are any you don't already have.
- ➡️ Next: Selphie's The End (below).
| Title | Guidance & Insights |
|---|---|
Master Collector (25)
|
Completely fill the Triple Triad card list: every monster, boss, GF, and player card including PuPu. Requires all Collector achievements and Distinguished Collector. Rare cards (Levels 8-10) are safe to card-mod and win back later via the CC Group on Disc 4 (see Managing Triple Triad Cards in Core Mechanics). Fail Conditions - Losing or card-modding the PuPu card (nobody in the game will play it back, so you can't recover from this), Missing a missable player card window. Achievement Tracking - A Measured Indicator tracks total card list completion. |
Important
Selphie's The End
Do this once every command is unsealed. Whether Slot can offer The End depends on Selphie's level and her Crisis Level (CL, 1-4). Each level band allows only one CL:
| Selphie's level | Crisis Level needed | Chance per roll |
|---|---|---|
| 8-9 | 4 | 1/256 |
| 10-19 | 3 | 1/256 |
| 20-29 | 2 | 1/256 |
| 30-39 | 1 | 1/256 |
| 40-79 | none | never |
| 80-89 | 4 | 4/256 |
| 90-99 | 3 | 4/256 |
| 100 | 2 (or 4) | 4/256 (1/256) |
- On the Junction Mastery save Selphie is Lv 8-9, so she needs Crisis Level 4: Aura on her when Slot opens and HP below 11.2% of her max. KO'd party members and status ailments (Pain gives Poison, Blind and Silence) raise it further. Aura only has to be active when Slot opens, so it doesn't matter if it wears off while you roll.
- Pick a weak enemy that can't kill her. Defend on her first turn keeps physical attacks off her while you roll.
- 🎰 Open Slot and press Do Over until The End appears, then cast it (The End).
- Do Over alone repeats the same 64 results forever. After 64 rolls without The End, back out of Slot, have another character attack once, then reopen Slot for a fresh set of 64. Expect several sets.
- ➡️ Next: the endgame branch below.
| Title | Guidance & Insights |
|---|---|
The End (5)
|
Witness Selphie's The End. Selphie stays Lv 8-9 on this save, so she needs Crisis Level 4 (Aura plus HP below 11.2%), as her Slot can't offer it at any other CL. Do Over repeats the same 64 results until something else uses a random number, so attack once with another character after every 64 rolls. Misc note: Works on any enemy that isn't undead, bosses included. In a multi-phase fight it skips to the next phase. |
Warning
SAVE SPLIT HERE
This is the other save split of the run (see Multiple Saves). You must level up to get Book Smart, so do the following on a separate save.
Tip
Why a branch: each character level costs 1,000 EXP. Squall starts at 6,500 EXP (Lv 7), and test 30 needs Lv 30 (29,000 EXP). That is about 22,500 EXP that would break Junction Mastery. Disc 4 enemies give far more EXP per kill than early ones, and nothing on the branch has to carry over.
Important
Endgame branch
The SeeD tests
- Make a new save for the branch, separate from your Junction Mastery save. (Book Smart, Sergeant Fury)
- Level Squall to 30 against any strong Disc 4 enemies. There are no restrictions on the branch. I just used the enemies in Ultimecia's Castle to grind (Book Smart, Sergeant Fury)
- Take all 30 written tests (menu -> Tutorial -> Test). Test N needs Squall at Lv N or higher and every earlier test passed. You need every answer right, and you can retake a test as often as you like. Answers are in the table below. Book Smart pops on the 30th.
- Take the tests standing inside a location (e.g., the Ragnarok), not on the world map. Each passed test rounds your SeeD Exp up to the next level, so the 30 tests take any rank to A. Sergeant Fury pops when you reach Rank A.
Exam Q1 Q2 Q3 Q4 Q5 Q6 Q7 Q8 Q9 Q10 1 ✅ ❌ ✅ ✅ ✅ ❌ ❌ ✅ ❌ ❌ 2 ✅ ❌ ✅ ✅ ✅ ❌ ✅ ✅ ❌ ❌ 3 ❌ ❌ ✅ ❌ ✅ ✅ ✅ ❌ ✅ ❌ 4 ❌ ✅ ✅ ✅ ❌ ❌ ✅ ✅ ❌ ❌ 5 ❌ ❌ ❌ ✅ ✅ ❌ ❌ ✅ ✅ ✅ 6 ✅ ❌ ✅ ✅ ❌ ❌ ✅ ✅ ❌ ✅ 7 ✅ ✅ ✅ ✅ ✅ ✅ ❌ ✅ ✅ ❌ 8 ❌ ✅ ❌ ❌ ✅ ✅ ❌ ❌ ✅ ❌ 9 ❌ ✅ ❌ ❌ ❌ ❌ ❌ ❌ ✅ ✅ 10 ✅ ❌ ❌ ❌ ❌ ❌ ❌ ❌ ✅ ❌ 11 ✅ ✅ ❌ ✅ ✅ ❌ ✅ ❌ ❌ ✅ 12 ❌ ✅ ❌ ❌ ✅ ❌ ✅ ❌ ✅ ❌ 13 ✅ ❌ ❌ ❌ ✅ ❌ ❌ ❌ ❌ ❌ 14 ✅ ✅ ✅ ✅ ❌ ✅ ✅ ❌ ✅ ❌ 15 ✅ ✅ ❌ ❌ ❌ ❌ ❌ ✅ ❌ ✅ 16 ✅ ❌ ❌ ✅ ❌ ✅ ❌ ❌ ✅ ❌ 17 ✅ ❌ ❌ ❌ ✅ ❌ ❌ ✅ ❌ ❌ 18 ✅ ❌ ❌ ❌ ✅ ❌ ❌ ❌ ❌ ❌ 19 ✅ ❌ ❌ ✅ ❌ ❌ ❌ ❌ ❌ ✅ 20 ✅ ✅ ❌ ✅ ❌ ✅ ✅ ✅ ❌ ❌ 21 ✅ ✅ ✅ ✅ ❌ ❌ ✅ ✅ ✅ ❌ 22 ❌ ❌ ❌ ✅ ❌ ❌ ❌ ✅ ✅ ❌ 23 ✅ ❌ ❌ ❌ ❌ ✅ ✅ ✅ ✅ ✅ 24 ✅ ✅ ❌ ❌ ✅ ✅ ❌ ❌ ❌ ✅ 25 ✅ ❌ ✅ ✅ ✅ ❌ ❌ ✅ ❌ ❌ 26 ✅ ✅ ❌ ✅ ❌ ✅ ❌ ✅ ❌ ❌ 27 ❌ ✅ ❌ ❌ ❌ ❌ ✅ ❌ ✅ ❌ 28 ✅ ❌ ❌ ✅ ✅ ✅ ❌ ✅ ❌ ❌ 29 ❌ ❌ ❌ ✅ ✅ ❌ ❌ ❌ ✅ ❌ 30 ❌ ✅ ❌ ❌ ❌ ❌ ✅ ❌ ❌ ❌
Endgame branch: Shockwave Pulsar (Siren to Lv 100)
Quistis's last Blue Magic, Shockwave Pulsar, is taught by Dark Matter: 100 Curse Spikes refined with Siren's Tool-RF, which only offers the recipe once Siren is Lv 100. Do it on this branch.
- Bring 100 Curse Spikes. Tri-Face cards collected on the main save carry over (Card Mod 1:1). Otherwise Mug or kill Tri-Faces on the island below. (Substitutiary Locomotion)
- Junction Siren alone on one character. No other GF on that character. (Substitutiary Locomotion)
- Fly to the Island Closest to Heaven (the largest island north-east of Grandidi Forest). Every enemy there is a fixed Lv 100 and worth thousands of EXP. Tri-Faces also give Curse Spikes. (Substitutiary Locomotion)
- Before the last enemy in each fight dies, KO the other two party members so Siren's character takes all the EXP. Siren needs about 39,000 EXP (400 per level from Lv 3), so roughly a dozen kills. Level-100 enemies hit hard, but on this branch you can level everyone, and Holy War (Gilgamesh card -> 10 Holy War) makes the party invincible for a while. (Substitutiary Locomotion)
- Refine the 100 Curse Spikes into Dark Matter with Siren's Tool-RF, then use it on Quistis from the Item menu. Substitutiary Locomotion pops once she knows all 15.
- Reload your Junction Mastery save. (Substitutiary Locomotion)
- ➡️ Next: the rest of the final preparations (below).
| Title | Guidance & Insights |
|---|---|
Book Smart (5)
|
Pass all 30 SeeD written tests (menu -> Tutorial -> Test). Test N needs Squall at Lv N or higher and every earlier test passed, so it's done on the endgame branch at Lv 30. Answers in the table above. Fail Conditions - None on the branch. On the no-level-up save only tests 1-7 are available. Achievement Tracking - A Measured Indicator tracks tests passed (X/30). |
Substitutiary Locomotion (10)
|
Learn all 15 of Quistis's Blue Magic except Laser Eye, each by using the item from the Item menu. 14 of the items can be collected on the Junction Mastery save with 0 EXP (see the shopping list in the Disc 3 open world). The last one, Shockwave Pulsar, needs Dark Matter: 100 Curse Spikes refined with Siren's Tool-RF, which only offers it once Siren is Lv 100. Siren must stay at Lv 3 for Junction Mastery, so this achievement pops on the endgame branch. Fail Conditions - None. It can be finished any time, as long as you make the endgame branch. Achievement Tracking - A Measured Indicator tracks learned Blue Magic (X/15). |
Sergeant Fury (5)
|
Reach SeeD Rank A (3,100 SeeD Exp). Every passed written test rounds SeeD Exp up to the next level, so doing all 30 tests on the endgame branch gets you there. Take them inside a location, not on the world map. Fail Conditions - Reaching Rank A while on the world map. The logic only counts the crossing elsewhere. Achievement Tracking - None. The status screen shows the SeeD Rank, which reads "A" once you're there. |
Important
Before the final battle, check your achievement list: exactly these 7 should still be locked:
- Liberi Fatali
- The Magic Hour is Now
- I Put A Spell on You 49/50
- A Door to the Past
- Junction Mastery
- Analyze and Conquer 39/45
-
Scanning for Insecurities 138/144 (Tri-Point is the scan you skip)
Every other achievement should be unlocked. The final battle supplies Apocalypse and the last six scans.
- Nothing can be done after Ultimecia. Anything that needed doing before Disc 4 is in the [Point of No Return checklist](#Disc3_LP).
- ➡️ Next: go back into the castle and climb the clock tower for the final battle.
Important
Ultimecia
- From the pendulum level of the clock tower (where you crossed to Tiamat), climb to the top, run across the clock hands, climb down the ladder and go to the bridge. Save.
- Ultimecia picks three party members at random to start. Anyone KO'd for too long is "absorbed into time" and replaced.
- Fight her at least twice: Fight 1 for the scans, Apocalypse and the main achievements, then reload for Fight 2 (GFs only).
Fight 1
- Your primary goal is to not lose any characters. Set up your three preferred characters: Squall (designed for damage) and two others (designed for support: scans, auras, items) and reload if she doesn't pick at least your damage dealer and one of your supports. With frame skip, this doesn't take long. Once you have the right characters picked, your order of priority is:
1. Revive/keep at max health the third, weak character (assuming you don't have both supports) 2. Top up party members who are significantly hurt (curaga, elixirs/megaelixirs) by set damage spells (e.g., Hell's Judgment, Maelstrom, Apocalypse) 3. Scan the current form, if not scanned 4. Draw from Ulti-Lower if not yet drawn 5. Aura Squall, if not currently under the effect of Aura 6. Renzokuken
-
With this setup, you can get all of the achievements below. If you miss a scan or draw, it's easier to get those in a subsequent, dedicated fight than to lose Liberi Fatali. Keep everyone alive/prevent them from being taken.
-
⚔️ Finish the whole fight with the three she picked. Revive anyone KO'd quickly so nobody is replaced (Liberi Fatali)
-
🔍 Scan Ultimecia (phase 1) (Analyze and Conquer) 40/45
-
🔍 Scan Griever (phase 2) (Analyze and Conquer) 41/45
-
🔍 Scan Ulti-Griever (phase 3) (Analyze and Conquer) 42/45
-
🔍 Scan Helix (phase 3) (summoned by Ulti-Griever, don't destroy him until he's summoned one and you've scanned it) (Analyze and Conquer) 43/45
-
🔍 Scan Ulti-Final (phase 4) (Analyze and Conquer) 44/45
-
🔍 Scan Ulti-Lower (phase 4) (Analyze and Conquer) 45/45. Analyze and Conquer and Scanning for Insecurities pop
-
🪄 Draw and Stock Apocalypse from Ulti-Lower (phase 4) (its only source in the game). Choose Stock, not Cast, and draw before finishing the fight. Give Draw to your highest-Mag character; if the draws keep failing or the party falls, reload and retry. 50/50. I Put A Spell on You pops mid-battle
-
🏁 After you defeat Ultimecia: A Door to the Past pops, and so does Junction Mastery.
-
Reload
Fight 2
- Before saving: set up as in the table: LuvLuvG compatibility, hitters on one character and bait GFs on the others, the GF command on everyone, Auto-Potion with Hi-Potions first in the item list, one Phoenix Pinion used beforehand, and Rinoa KO'd.
- Reset if Ultimecia's opening pick doesn't include your Eden holder.
- Phase 1 (Ultimecia): after her first attack, summon Eden and Boost it.
- Phase 2 (Griever): the only phase where she doesn't destroy summons, so spam Eden, but don't end the phase mid-summon.
- Phases 3-4 (Ulti-Griever, final form): bait every Eden summon. A bait character summons a weak GF; when its bar stops moving, summon Eden.
- Reset if Eden is destroyed before the final form.
- ⚔️ Defeat Ultimecia with GFs only, Lv 65 or lower. Pops about a second after her final form dies (The Magic Hour is Now)
- ➡️ Next: enjoy the ending. That's every achievement in the set.
| Title | Guidance & Insights |
|---|---|
Analyze and Conquer (5)
|
Scan every boss. Scan before killing, since a dead enemy can't be scanned. Fail Conditions - Killing any boss without scanning it first. Achievement Tracking - A Measured Indicator tracks scanned bosses. |
Scanning for Insecurities (50)
|
Scan every enemy and ally in the game: 144 total, Tri-Point excluded. Re-scanning an already-scanned enemy will NOT show the full blue zoom-in. Use that as your live check. Mistakes players commonly report when they missed this: - Forgetting to scan temporary party members the instant they join. Seifer and Edea in particular have cost several players 10-40+ hours of replay. Scan every character within the same battle they first appear in. - Forgetting Omega Weapon. It must be scanned/killed before entering the Ultimecia fight, and there's no going back after. - Sphinxaur and Sphinxara count as two separate scans. - Forgetting Helix and the lower-body phase of Ultimecia (Apocalypse spell) inside the final gauntlet. Fail Conditions - Missing any single enemy, boss, GF, or ally scan anywhere in the game. Achievement Tracking - A Measured Indicator tracks total scan progress. Expect 138/144 right before the final Ultimecia fight. The last six are Ultimecia's four forms, Ulti-Lower and Helix. |
I Put A Spell on You (10)
|
Fill out the spell database: register the first 50 spells in the magic list, Fire through Scan, at least once. Full-Cure, Wall, Rapture, Percent, Catastrophe, and The End are not required. No spell is permanently missable. Every spell except Scan, Float and Apocalypse can be refined from items (see the Spell Database tracker for each chain); Scan and Float can't be refined but are drawn from common, repeatable enemies (Scan: Bite Bug, Glacial Eye, Fastitocalon-F; Float: Thrustaevis, Gesper, Blood Soul). Apocalypse is always the last spell. It has no refine source and can only be drawn from Ulti-Lower, the bottom portion of Ultimecia's final form. Draw and Stock it before finishing the fight (the achievement pops mid-battle). Draw difficulty is the highest in the game, so give Draw to your highest-Mag character. Hardest of the rest (refine routes): - Aura: Card Mod Blue Dragon (4:1) -> Fury Fragment -> Supt Mag-RF -> 5x Aura, or Aura Stone 1:1 - Triple: Three Stars -> 100x Triple (Time Mag-RF), Double 10:1 (High Mag-RF), or draw from Cerberus/Odin - Pain: Curse Spike 1:10 (ST Mag-RF), or draw from high-level Ochu/Tri-Face - Ultima: Pulse Ammo 5:1 (Forbid Mag-RF), or the Shumi Village draw point - Meltdown: Mystery Fluid 1:10 (ST Mag-RF), or draw from high-level Bomb Fail Conditions - Finishing the final battle without drawing Apocalypse. Reload your pre-battle save and retry. Achievement Tracking - A Measured Indicator tracks registered spells (X/50). |
Liberi Fatali (10)
|
Defeat Ultimecia with the three characters she forces on you in her final phase. Don't swap. Use whoever she leaves you with to land the killing blow. Fail Conditions - Swapping party members before the kill, or using a character she didn't select. |
A Door to the Past (25)
|
Beat the game. Defeat Ultimecia's final form. |
Junction Mastery (25)
|
Beat the game without anyone leveling up, characters or GFs. Pops at game completion if no levels were ever gained. Check all GF levels in the GF menu before the final fight. The EXP cap table in Core Mechanics has the exact never-exceed value for every character and GF. Fail Conditions - Any character or GF EXP reaching its next-level threshold (the "Stay under" values in Core Mechanics) at any point in the run. During the Dollet exam, junction all GFs onto Seifer so his forced kills spread their EXP safely. Achievement Tracking - A Trigger Indicator is active throughout the game when the no-level condition is maintained. Disappears permanently if any level is gained. |
The Magic Hour is Now (50)
|
Defeat Ultimecia using nothing but GF summons, level cap 65 (only the current party is checked). Passive abilities such as Auto-Potion are allowed. A no-level-up save makes this much easier, because her HP scales with your levels. Preparation: - Compatibility: Card Mod the Chubby Chocobo card into 100 LuvLuvG and raise compatibility with your key GFs, Eden first, so they summon faster. - Hitters on one character, bait on the others. Hitters: Eden, Bahamut, Doomtrain, Alexander, Leviathan, Pandemona. Bait: Cactuar, Carbuncle, Diablos, Cerberus, Quezacotl, Siren, Ifrit. - The GF command on every character: Ultimecia picks the party at random from the whole roster. - Abilities: Auto-Potion, Auto-Haste, Auto-Shell, HP+80%. Put Hi-Potions at the top of the item list, since Auto-Potion uses the first one. - Elem-Def: Quake, Tornado, Holy and Flare. - Phoenix Pinion: use one in any battle beforehand, so Phoenix can revive the party on his own if everyone goes down. - Rinoa: KO her before saving. If she's swapped in she arrives at 1 HP and dies quickly, before Angelo can act. An Angelo action fails the achievement. - Battle Speed at its slowest gives you more reaction time. The fight: - Reset if the opening party doesn't include your Eden holder. - Phase 1 (Ultimecia): after her first attack, summon Eden and Boost it. - Phase 2 (Griever): the only phase where she doesn't destroy summons in progress. Spam Eden, but don't let the phase end mid-summon or Eden is lost going into phase 3. - Phases 3-4 (Ulti-Griever, final form): she destroys the GF being summoned, so bait every Eden summon. A bait character summons a weak GF; switch to the Eden holder and watch the bait's bar. When it stops moving, summon Eden. She destroys the bait and can't destroy another GF for a while. - Final form: she opens with Hell's Judgement (everyone to 1 HP), and Auto-Potion heals you from there. She only dies once her dialogue finishes, which takes several hits. - Reset if Eden is destroyed before the final form. When it pops: about a second after the final form dies, still on the battle screen. At least one party member must be standing at that moment. Fail Conditions - Any non-GF action (including an item, a limit break or Angelo acting on his own), anyone in the party above Lv 65, or the whole party KO'd when she dies. Achievement Tracking - A Trigger Indicator is active when all conditions are met. |
Warning
Scan Audit: Disc 4, all scanning achievements complete
- Keeping Friends Closer: 11/11
- Guardian Audit: 9/9
- Now You See Them, Now You Don't: 18/18
- Know the Enemy: 61/61
- Analyze and Conquer: 45/45
- Scanning for Insecurities: 144/144
Tip
🏆 The end
- That's the last achievement. If every box in this guide is ticked, you've mastered Final Fantasy VIII!
- Congratulations on your long, complicated mastery! Enjoy the ending.
- ➡️ Next: check your RetroAchievements profile and bask in the glory of your brand new badge.
This is a quick reference for the long-running chains. The detailed steps for each are in the main guide above, at the point where you do them.
Note
Triple Triad mechanic achievements and how to get them:
| Achievement | What's needed | How to force it |
|---|---|---|
| I Like to Math (Plus rule) | Win after two cards with equal adjacent edge sums flip simultaneously | Plus is a Trabia-region rule. On Disc 1 the Trabian exchange student in Galbadia Garden brings it with him. When Plus is active, set up two cards sharing edges with matching sums. |
| Same Difference (Same rule) | Win after equal values on two shared sides flip both adjacent cards simultaneously | Same is the Galbadia-region rule (Timber, Deling City, Galbadia Garden). Place a card sharing identical edge values with two adjacent opponent cards at once. |
| In Your Element (Elemental rule) | Win a game with Elemental rule active | Elemental spreads through Dollet region. Board squares have elements. Cards matching the tile element get +1 to all values. Play in Dollet and verify Elemental is active. |
| Final Flip Finale (Sudden Death) | Win a game that went to sudden death (5-5 tie -> coin flip for bonus card) | Can't be fully forced, since it needs a 5-5 tie. Play with closely matched opponents. |
| Domination (9 points) | Control all 9 cards on the board at end of a game | Beat a weak-decked opponent until they're down to low-value cards, then close out a game with your high-value cards. Avoid Random and Plus regions. The Balamb train conductor and Ma Dincht are easy targets. |
| Member | Location | Unlocks after |
|---|---|---|
| Jack (1st) | Garden main hall, near elevator | 15 TT wins anywhere in Balamb Garden (Cafeteria/Library/2F Classroom games don't count), once on Disc 2-3 |
| Club (2nd in required order) | 1F, near the Dormitory exit, a SeeD walking around | Defeat Jack |
| Diamond (3rd) | Main hall, twin girls; wait for them to stop walking | Defeat Club |
| Spade (4th) | 2F Hallway near the elevator (available after the NORG fight) | Defeat Diamond |
| Heart (5th) | Garden bridge, she's Xu | Defeat Spade; available once Garden has left FH (Disc 2 open world, before Balamb) |
| Joker (flexible, anytime after Jack) | Training Center, on the bridge to the right of the first screen. Spawns randomly, so re-enter the screen if he's absent. Defeating him is the source of the GF Report (Combat Ledger) | Any time after defeating Jack; doesn't gate Club, but does gate King |
| King (6th) | Talk to Dr. Kadowaki in the Infirmary first (she reveals she was the former King), then rest repeatedly in your dorm until King challenges you; found on the bridge afterward | Defeat Heart and Joker. King won't appear until Joker is beaten, even with Heart already defeated. Doable in the Disc 2 open world, before Balamb |
Warning
The CC Group chain permanently closes when Seifer's final solo battle triggers near the end of Disc 3 inside Lunatic Pandora (fought alone after Mobile Type 8's room, not a joint fight with Edea). Don't enter that fight until all 7 members are defeated.
Queen of Cards Chain (House of Cards - complete before Disc 4)
| Step | Card to lose | Earliest disc | Card created | Win created card from |
|---|---|---|---|---|
| 1 | MiniMog | Disc 1 (post Fire Cavern) | Kiros card | Man in black, Deling City Arcade |
| 2 | Sacred | Disc 1 (post Tomb) | Irvine card | Flo, FH mayor's house (Disc 2) |
| 3 | Chicobo | Disc 2 (after Balamb is liberated; Chicobo card from the Chocobo Sanctuary) | Chubby Chocobo card | Man on bench, Balamb Garden library |
| 4 | Alexander | Disc 3 (after the Lunar Base; card from Piet) | Doomtrain card | Pub owner, Timber |
| 5 | Doomtrain | Disc 3 (after Step 4; Doomtrain card from the Timber pub owner) | Phoenix card | Presidential Aide in blue, inside the Esthar Presidential Palace |
Her father only makes the next card if you lose the card to her in Dollet, or she travels to Dollet afterwards. Save before each loss and reload if needed. After all 5 created cards are in your deck, challenge her.
Love in the Library (9 scenes across Discs 1-3)
| Scene | Trigger | When |
|---|---|---|
| 1 | Talk to girl at library desk (library rules) | Before talking to Cid after Fire Cavern, hard cutoff |
| 2 | Talk to pigtail girl in library (Pururun reservation) | After Timber briefing from Cid, before departing |
| 3 | Visit library with Zell in party during Garden revolt (Mega Phoenix) | During Balamb Garden revolt (Disc 2) |
| 4 | Talk to the Conceited SeeD in the library as Squall alone | After NORG, when Squall goes to the library alone to find Ellone (Disc 2) |
| 5 | Talk to pigtail girl as Irvine alone during Festival prep | Irvine-solo window at FH (Disc 2) |
| 6 | With Zell in party, visit back reading room, then answer the survey (answers don't matter) | After Balamb is liberated (Disc 2) |
| 7 | With Zell and Rinoa in party, go to the Esuna draw point screen and talk to the Library Committee girls, who discuss the survey results | After the Trabia Garden flashback, before the Galbadia Garden battle (Disc 2) |
| 8-9 | Zell in party: Balamb Town red-skirt girl (first screen) -> Ma Dincht at Zell's house -> rest at the Balamb Hotel -> Combat King 003 (two flags: giving Zell the magazine, and its notification) | Disc 3, after Edea's House (not available on Disc 2) |
Spell Database (I Put A Spell on You)
Every spell except Scan, Float, Sleep, Reflect, Holy and Apocalypse comes from a Card Mod chain (Card Mod the card, then refine the item into the spell). Three common cards cover 20 spells on their own: M-Stone Piece (Bite Bug/Funguar), Magic Stone (Grat/Buel) and Wizard Stone (Vysage/Imp). The rest are draws the guide already takes on the way. Get to 49/50 before Ultimecia's Castle. Apocalypse is drawn from Ulti-Lower in the final battle.
"5x Torama" means five cards make one item.
| Spell | Card | Card Mod -> | Refine -> spells (ability, GF) | Card Level |
|---|---|---|---|---|
| Fire | Bite Bug or Funguar | M-Stone Piece | 5x Fire via F Mag-RF (Ifrit) | 1 |
| Fira | Grat or Buel | Magic Stone | 5x Fira via F Mag-RF (Ifrit) | 2 |
| Firaga | Vysage or Imp | Wizard Stone | 5x Firaga via F Mag-RF (Ifrit) | 4 |
| Blizzard | Bite Bug or Funguar | M-Stone Piece | 5x Blizzard via I Mag-RF (Shiva) | 1 |
| Blizzara | Grat or Buel | Magic Stone | 5x Blizzara via I Mag-RF (Shiva) | 2 |
| Blizzaga | Vysage or Imp | Wizard Stone | 5x Blizzaga via I Mag-RF (Shiva) | 4 |
| Thunder | Bite Bug or Funguar | M-Stone Piece | 5x Thunder via T Mag-RF (Quezacotl) | 1 |
| Thundara | Grat or Buel | Magic Stone | 5x Thundara via T Mag-RF (Quezacotl) | 2 |
| Thundaga | Vysage or Imp | Wizard Stone | 5x Thundaga via T Mag-RF (Quezacotl) | 4 |
| Water | Fastitocalon (or 5x Fastitocalon-F) | Water Crystal | 50x Water via I Mag-RF (Shiva) | 3 / 1 |
| Aero | Thrustaevis | Shear Feather | 20x Aero via T Mag-RF (Quezacotl) | 2 |
| Bio | Vysage or Imp | Wizard Stone | 5x Bio via ST Mag-RF (Diablos) | 4 |
| Demi | Gesper | Black Hole | 30x Demi via Time Mag-RF (Diablos) | 1 |
| Holy | no card | n/a | Draw from the Holy draw point in the White SeeD Ship's cabin; or refine the Holy Stone from the Winhill vase quest (Flowers in a Vase) -> 1x Holy via L Mag-RF (Siren) | n/a |
| Flare | 10x Ruby Dragon | Inferno Fang | 20x Flare via F Mag-RF (Ifrit) | 5 |
| Meteor | 3x Iron Giant | Star Fragment | 5x Meteor via Forbid Mag-RF (Bahamut) | 5 |
| Quake | Armadodo (or 2x T-Rexaur) | Dino Bone | 20x Quake via Time Mag-RF (Diablos) | 3 / 4 |
| Tornado | Abyss Worm | Windmill | 20x Tornado via T Mag-RF (Quezacotl) | 3 |
| Ultima | 10x Elnoyle | Energy Crystal | 3x Ultima via Forbid Mag-RF (Bahamut); or the invisible draw point in the FH mayor's house | 5 |
| Apocalypse | no card | n/a | Draw from Ulti-Lower in the final battle (the last spell) | n/a |
| Cure | Bite Bug or Funguar | M-Stone Piece | 5x Cure via L Mag-RF (Siren) | 1 |
| Cura | Grat or Buel | Magic Stone | 5x Cura via L Mag-RF (Siren) | 2 |
| Curaga | Vysage or Imp | Wizard Stone | 5x Curaga via L Mag-RF (Siren) | 4 |
| Life | 5x Torama | Life Ring | 20x Life via L Mag-RF (Siren) | 4 |
| Full-Life | 10x Chimera | Regen Ring | 20x Full-Life via L Mag-RF (Siren) | 5 |
| Regen | Mesmerize | Mesmerize Blade | 20x Regen via L Mag-RF (Siren) | 2 |
| Esuna | Bite Bug or Funguar | M-Stone Piece | 5x Esuna via Supt Mag-RF (Leviathan) | 1 |
| Dispel | Grat or Buel | Magic Stone | 5x Dispel via Supt Mag-RF (Leviathan) | 2 |
| Protect | 3x Adamantoise | Turtle Shell | 30x Protect via Supt Mag-RF (Leviathan) | 4 |
| Shell | 4x Blobra | Rune Armlet | 40x Shell via Supt Mag-RF (Leviathan) | 1 |
| Reflect | no card | n/a | Draw from the invisible Reflect draw point in the Winhill dream (Invisible Value) | n/a |
| Aura | 4x Blue Dragon | Fury Fragment | 5x Aura via Supt Mag-RF (Leviathan) | 4 |
| Double | Grendel | Dragon Fin | 20x Double via Time Mag-RF (Diablos) | 2 |
| Triple | Grendel | Dragon Fin | 20x Double -> 2x Triple via High Mag-RF (Alexander), 10:1 | 2 |
| Haste | Grat or Buel | Magic Stone | 5x Haste via Time Mag-RF (Diablos) | 2 |
| Slow | Bite Bug or Funguar | M-Stone Piece | 5x Slow via Time Mag-RF (Diablos) | 1 |
| Stop | Vysage or Imp | Wizard Stone | 5x Stop via Time Mag-RF (Diablos) | 4 |
| Blind | Ochu | Ochu Tentacle | 20x Blind via ST Mag-RF (Diablos) | 3 |
| Confuse | Forbidden | Betrayal Sword | 20x Confuse via ST Mag-RF (Diablos) | 3 |
| Sleep | no card | n/a | Draw from a Grat in Balamb Garden's Training Center | n/a |
| Silence | Bite Bug or Funguar | M-Stone Piece | 5x Silence via ST Mag-RF (Diablos) | 1 |
| Break | Cockatrice | Cockatrice Pinion | 20x Break via ST Mag-RF (Diablos) | 1 |
| Death | Belhelmel | Saw Blade | 10x Death via L Mag-RF (Siren) | 2 |
| Drain | Red Bat | Vampire Fang | 20x Drain via Supt Mag-RF (Leviathan) | 1 |
| Pain | Tri-Face | Curse Spike | 10x Pain via ST Mag-RF (Diablos) | 3 |
| Berserk | Grat or Buel | Magic Stone | 5x Berserk via ST Mag-RF (Diablos) | 2 |
| Float | no card | n/a | Draw from a Thrustaevis on the Timber plains | n/a |
| Zombie | Blood Soul | Zombie Powder | 20x Zombie via L Mag-RF (Siren) | 1 |
| Meltdown | Gayla | Mystery Fluid | 10x Meltdown via ST Mag-RF (Diablos) | 1 |
| Scan | no card | n/a | Draw from a Bite Bug on the Alcauld Plains around Balamb Garden | n/a |
🛟 Safety net: each of the six GFs marked missable below has exactly one backup draw from a specific Ultimecia's Castle boss late in Disc 4 (see the "Castle backup" column), and it's a last resort, so still aim to get every one at its main-story window.
| GF | Source | Missable? | Castle backup |
|---|---|---|---|
| Quezacotl | Desk computer, Balamb Garden | No | none |
| Shiva | Desk computer, Balamb Garden | No | none |
| Ifrit | Fire Cavern boss | No | none |
| Siren | Draw from Elvoret, Dollet comm tower, Disc 1 | Draw from Tri-Point (it costs a scan, and Tri-Point must be your first, Magic-sealed castle fight) | |
| Brothers | Defeat Brothers boss, Tomb of the Unknown King | No | none |
| Diablos | Use the Magical Lamp | No | none |
| Carbuncle | Draw from Iguions, Deling City | Draw from Krysta | |
| Leviathan | Draw from Norg's exposed body, MD Level | Draw from Trauma | |
| Pandemona | Draw from Fujin, Balamb Town lockdown, Disc 2 | Draw from Red Giant | |
| Cerberus | Fight proactively in Galbadia Garden main hall | Draw from Gargantua | |
| Alexander | Draw from Edea, Galbadia Garden end of Disc 2 | Draw from Catoblepas | |
| Doomtrain | Solomon Ring + 6x each ingredient | No | none |
| Bahamut | Deep Sea Research Center | No | none |
| Eden | Draw from Ultima Weapon | No | Also drawable from Tiamat, if preferred |
| Tonberry King | Kill 18-24 Tonberries in Centra Ruins (Disc 2 open world) | No | none |
| Cactuar | Defeat Jumbo Cactuar on Cactuar Island | No | none |
| Odin | Centra Ruins timed fight: get him last, right before Lunatic Pandora's final infiltration (his random kills give EXP) | Before Seifer's final solo battle | none |
| Gilgamesh | Replaces Odin at Seifer's final solo battle (must own Odin) | Needs Odin by then | none |
Click to expand: all 13 Timber Maniacs locations
| # | Location | Missable? |
|---|---|---|
| 1 | Balamb Hotel or Train Station (after Dollet) | No |
| 2 | Timber Maniacs building, Timber (after train mission) | No |
| 3 | Dollet Pub (before Galbadia train) | No |
| 4 | Dollet Hotel (before Galbadia train) | No |
| 5 | Timber Hotel (before Galbadia train) | No |
| 6 | Deling City Hotel (after Galbadia Garden) | No |
| 7 | FH Hotel | No |
| 8 | FH, Grease Monkey's House | No |
| 9 | Centra Ruins area (auto-added on visit) | No |
| 10 | Shumi Village, Artisan's House | No |
| 11 | Trabia Garden (first visit) | No |
| 12 | Edea's House (Disc 3) | No |
| 13 | White SeeD Ship near Zone (first and only visit) |
Click to expand: other magazines
Weapons Monthly: April (Squall's dorm), May (Deling Sewers
Occult Fan: I (Balamb Garden library), II (Dollet pub), III (no achievement), IV (Esthar Presidential Palace, talk to the aide outside the Airstation first)
Combat King: 001 (D-District Prison
Pet Pals: #1 (given automatically by Zell on the way to Timber), #2 (Forest Owls' Base, Rinoa's Room), #3 and #4 (Timber Pet Shop), #5 and #6 (Esthar Pet Shop, Disc 3). None is permanently missable, but #1/#2 aren't shop items and are commonly searched for there.
An indicator displayed by the RetroAchievements overlay tracking specific numerical progress toward an achievement unlock.
Examples: Tonberries killed: 14/20, Issues collected: 11/13, Shots fired: 32/50
An indicator displayed by the RetroAchievements overlay showing that a challenge achievement is currently active. If it disappears before the achievement unlocks, you've triggered a fail condition and need to retry.
Examples: No levels gained: challenge active, GFs only: condition met, No members KO'd: Omega challenge active
| Role | Notes |
|---|---|
| Guide Author | Belthasar |
| Template | ASolidSnack's RA Guide Template |
| Community resources | RA achievement comments, bover_87's walkthrough (GameFAQs), Absolute Steve's guide (GameFAQs), Jegged.com walkthrough, Edman's No Level Up Guide (GameFAQs), ForteGSOmega's Battle Mechanics FAQ (GameFAQs) |
