Final Fantasy VIII/Manual/North America

A very small percentage of individuals may experience epileptic seizures when exposed to certain light patterns or flashing lights. Exposure to certain patterns of backgrounds on a television screen or while playing video games, including games played on the PlayStation game console, may induce an epileptic seizure in these individuals. Certain conditions may induce previously undetected epileptic symptoms even in persons who have no history of prior seizures or epilepsy. If you, or anyone in your family, has an epileptic condition, consult your physician prior to playing. If you experience any of the following symptoms while playing a video game &mdash; dizziness, altered vision, eye or muscle twitches, loss of awareness, disorientation, any involuntary movement, or convulsions &mdash; IMMEDIATELY discontinue use and consult your physician before resuming play.
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Do not connect your PlayStation game console to a projection TV without first consulting the user manual for your projection TV, unless it is of the LCD type. Otherwise, it may permanently damage your TV screen.
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The use of unofficial products and peripherals may damage your Playstation game console and invalidate your console warranty.
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This compact disc is intended for use only with the PlayStation™ game console. Do not bend it, crush it or submerge it in liquids. Do not leave in direct sunlight or near a radiator or other source of heat. Be sure to take an occasional rest break during extended play. Keep this compact disc clean. Always hold the disc by the edges and keep it in its protective case when not in use. Clean the disc with a lint-free, soft, dry cloth, wiping in straight lines from center to outer edge. Never use solvents or abrasive cleaners. CONTENTS *NOTE: PocketStation personal game unit may not be available for purchase outside Japan. Important Note: Detailed information about the game can also be found in the study panel on Squall’s desk located in the classroom on the second floor of Balamb Garden and in the Menu Screen under .
 * HANDLING YOUR PLAYSTATION™ DISC&#58;

GETTING STARTED

Set up your Playstation game console according to the instructions in its Instruction Manual. Make sure the power is off before inserting or removing a compact disc. Insert the first Final Fantasy® VIII disc and close the Disc Cover. Insert Game Controllers and turn on the Playstation game console. Follow on-screen instructions to start a game. Beginning A New Game Press the button at the Title Screen to enter the screen shown on the right. To start a new adventure, select  using the directional button and press the button. CONTINUE GAME FROM SAVED DATA To continue a game from Saved Data, select  and press the button. When the screen shown on the right is displayed, select the MEMORY CARD slot using the directional button and press the button. Select the file to be loaded with the directional button and press the button again to execute. CAUTION DURING DISC CHANGE As the player progresses throughout the adventure, the BASIC CONTROLS

MENU SCREEN

FIELD SCREEN

BATTLE SCREEN

WORLD MAP

* Turning the Vibration Function ON/OFF can be done through the “Vibration Mode” setting in the Configuration Screen (see page 19). **Refer to page 12 on how to operate vehicles. To restart the game without turning off the power, press the START button to pause the game, then press the L1, L2, R1, R2, SLECT, and START buttons simultaneously.

PROLOGUE

At the forefront of a rising tide of violence brought on by Galbadia's war declaration is a SeeD cadet named Squall Leonhart. Serious to a fault, Squall has earned himself the reputation of being a lone wolf. A chance encounter with the free-spirited Rinoa Heartilly turns his universe upside down. Squall finds Rinoa's carefree attitude fascinating but has no time to ponder these thoughts, for the job of dealing with the sorceress behind Galbadia's hostility has fallen to SeeD and Squall. A chance encounter with the free-spirited Rinoa Heartilly turns Squall's universe upside down; having thrived on discipline, Squall finds Rinoa's carefree attitude fascinating. He also begins to have dreams in which he is Laguna Loire, a soldier from the Garbadian army. In time he will discover that the fate of both himself and the figure in his dreams are inexorably linked. Meanwhile, a manipulative sorceress continues to guide the hands of the most powerful men in Garbadia. Squall and Seifer are forced to work side by side in a mission to assassinate the sorceress.

MAIN CHARACTERS Squall and Laguna; two men linked mysteriously by fate. The friends, rivals, and beautiful women whom they encounter all come together to create a striking and moving drama.

SQUALL LEONHART Age: 17 Height: 5’8” The taciturn and reluctant hero A cadet in SeeD, the special combat unit of the Balamb Garden Military Academy. His aloof and anti-social behavior makes him appear selfish and lacking a sense of team unity. Squall dislikes having others involved in his affairs, and is best described as a lone wolf. LAGUNA LOIRE Age: 27 Height: 5’9” A passive man whose pen is truly mightier than the sword An ex-soldier turned journalist, Laguna is a strong willed man with amazing energy. His compassion for the unfortunate drives him to help the weak and bring down their oppressors. Using his writing as a mighty instrument of justice, he stands strong against the evils of the world.

SEIFER ALMASY Age: 18 Height: 6’2” Squall’s rival who causes havoc within Garden A candidate for SeeD. Although Seifer is a naturally gifted soldier, his inability to take orders and control his temper has earned him the label of “problematic”. Although recognizing and praising Squall’s abilities, Seifer regards him as his ultimate rival.

RINOA HEARTILLY Age: 17 Height: 5’3 1/2” <div style="font-weight:bold”>A beautiful, spirited young woman A lively individual with the ability to touch people’s hearts. Open and honest with her feeling, she speaks her mind without reservation. Driven by her ambitions, she can be difficult at times.

<div style="color:red;font-size:15px;font-weight:bold”>QUISTIS TREPE Age: 18 Height: 5’6” <div style="font-weight:bold”>A top-notch member of SeeD who serves as Squall’s instructor A SeeD cadet at the age of 15, Quistis now instructs Squall and his companions at Balamb Garden. Contrary to her cool exterior, she occasionally has a difficult time coping with frustration, and as a result can become depressed over trivial matters.

<div style="color:red;font-size:15px;font-weight:bold”>SELPHIE TILMITT Age: 17 Height: 5’1 1/2” <div style="font-weight:bold”>A spunky young woman with a carefree spirit Selphie seems out of place in a military academy because of her innocent appearance and light-hearted personality. Her happy-go-lucky disposition and laid-back attitude tend to catch others off guard.

<div style="color:red;font-size:15px;font-weight:bold”>ZELL DINCHT Age: 17 Height: 5’5” <div style="font-weight:bold”>A Garden Cadet with unsurpassed martial arts skills Aspiring to become like his grandfather who was once a soldier, Zell entered Garden at the age of 13. Not being one to think matters through, he is known to act on impulse rather than reasoning. At heart, however, he is an honest, dedicated young man.

<div style="color:red;font-size:15px;font-weight:bold”>IRVINE KINNEAS Age: 17 Height: 6’0” <div style="font-weight:bold”>An expert gunman and consummate lady’s man. A cadet in SeeD, the special combat unit of the Balamb Garden Military Academy. His aloof and anti-social behavior makes him appear selfish and lacking a sense of team unity. Squall dislikes having others involved in his affairs, and is best described as a lone wolf.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg12">WORLD MAP SCREEN

A globe will be displayed on the bottom right of the World Map. For Squall and his party, the map is a helpful tool in confirming where they are while traveling across the world. On this map, a gunblade will be displayed. The gunblade is an indicator that shows where the player is located on the World Map and the direct in which the party is heading.

<div style="color:red;font-size:15px;font-weight:bold”>VEHICLES ON THE WORLD MAP As the player moves forward I the story, vehicles such as cars and spaceships will enable the player to move more freely across the world. The following operation applies to all vehicles in the game. Press the button to get on or off a vehicle, press the  button to move forward, and press the  button to move backwards. Press left or right on the directional button to determine the direction in which the vehicle will move. When using an Analog Controller (when the LED is lit), choose the direction with the left stick and move forward and backwards with the right stick. <div style="color:red;font-size:15px;font-weight:bold”>ENTERING CHARACTER & GUARDIAN FORCE NAMES The Name Entering Screen shown on the right will be displayed for Squall when he comes under player control for the first time. It also appears when Squall meets new members of his party or obtains new Guardian Forces. To rename a character or Guardian For, use the directional button to select a letter and press the button to choose it (Press the  button to delete). After the new name is entered, use the directional button to select <Confirm> and press the button to complete the renaming process.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg13">SHOPS & COLLECTING INFORMATION

It will be necessary to stop at cities to gather information and to use shops in order for the player to complete the game successfully- To speak to a character, press the button. The parry can also buy and sell useful items at shops located throughout the world (shop types are listed below)

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg13">MODIFYING WEAPONS

Characters may sometimes receive items such as rods or screws after winning a battle. Not useful by themselves, these items or parts can be taken to a Junk Shop where together with the proper specifications, they can be used to modify and upgrade a character's weapon for a fee (the stronger the upgrade, the more the cost will be. The specifications for making modifications can be found in magazines located throughout the world. As modifications become more powerful, the parts needed for the modification will become harder to find- Modified weapons increase in Attack Power and Hit Rate.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg13">RECEIVING SALARY

After Squall becomes a SeeD member, the player's party will be entitled to a salary based upon hfs SeeD rank. The disbursement of this salary will be credited to the party automatically at regular intervals.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg14">MENU SCREEN

Press the button to display the Menu Screen. On this screen, the player can check the level of each character, their current HP and maximum HP, and the location. The right side of the screen displays various menu headings, the length of playtime, and the amount of money in possession When Squall becomes a member of SeeD f his SeeD rank will also be displayed here. Use the directional button lo select a menu heading and open it by pressing the O button. To exit the Menu Screen, press the button.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg13">LEARN TO USE THE MENU HEADINGS

There are a total of eleven menu headings in the Menu Screen With the exception of <Junction> and <GF>, nine of the menu headings will be explained below.

{|style="text-align:left" !width="100px" style="vertical-align:top"|Junction Refer to page 24 Guardian Force (GF) Refer to page 26 }

I. Item - Using Items

The Item menu heading provides access to the Item Screen that lets the player use recovery items on injured characters or organize items in inventory. When the Item Screen is displayed, the player can select <Use>, <Rearrange>, <Sort>, or <Battle> using the directional button and execute the command by pressing the button. Since is also a Command Ability (see page 28), it needs to be junctioned so that it can be used during battle. Descriptions of the commands In the Item Screen are as follows.

2. Magic- Using Magic

The Magic menu heading provides access to the Magic Screen, in which the layer can use recovery magic such as Cure and Esuna on injured characters. Other commands in this menu allow the player to rearrange the order of magic in the Battle Window or to exchange magic between characters. Characters who have not functioned the <Maglc> Command Ability (see page 28) will not be able to use magic during battle.

3. Status - Understanding Character Abilities The Status menu heading allows the player to check the various attributes of the characters in the party. Select the Status heading and then a character to open up the Status Screen for that character. Once the Status Screen is open, three other Status Windows can be opened by pressing the button. Press the L1 or R1 button to switch between different characters to view their Status Screens. Basic Character Attributes

Status Screen 2 Resistance to and the augmentation of Elemental Attacks and Status Abnormalities. (See page 15 for key to icons.)

1. ELEMENTAL DEFENSE Resistance to Elemental Attacks such as fire and lightning. By functioning (see page 33) magic to "Elemental Defense", the defense values can be augmented.

2. STATUS DEFENSE Resistance to attacks which cause Status Abnormalities. Like "Elemental Defense", values can be augmented by Junctioning magic to -Status Defense".

3. ELEMENTAL ATTACK Enhance physical attacks with elemental attributes. Values can be augmented by functioning magic to "Elemental Attack". This status window only appears when magic has been Junctioned to "Elemental Attack".

4. STATUS ATTACK Enhance physical attacks with attributes that cause Status Abnormalities. Values can be augmented by Junctioning magic to 'Status Attack". This status window only appears when magic has been functioned to "Status Attack".

Status Screen 3 Guardian Forces of the party.

1. GF This window displays the CFs who have joined the party, and the degree of compatibility between the character and the Guardian Forces. When a symbol is displayed to the left of the name of the GF, it means that the character has junctioned that Guardian Force. The degree of compatibility between the two parties is represented by the red bar and number displayed to the right Please refer to page 32 regarding the changes in the degree of compatibility and the details of the effects.

Status Screen 4 List of Limit Breaks and the setting of automatic functions.

1. SPECIAL There are characters such as Squall and Zell who require button entries when invoking a "Limit Break", a special technique that delivers a tremendous amount of damage to the enemy (see page 21). If the player would like to have the button entries automatically done, set the cursor to auto mode <ON> using the directional button.

4. Ability - Use Abilities on the Menu Screen The Ability menu heading provides access to the Ability Screen where the player can use Menu Abilities learned by the Guardian Forces (see page 29). Once in the Ability Screen, select the ability to be used with the directional button and press the button to execute. The Ability Command can be selected only after the CF acquires a Menu Ability. In the beginning, since no abilities have been learned, the command is displayed in a gray font, showing that It cannot be used at that time.

5. Switch - Switch Party Members The Switch menu heading allows the player to change party members at Save Points and on the World Map. It is up to the player to determine the characters that will be included or excluded from the active party. In the Switch menu, the Junction Exchange heading allows the player to transfer powers (functioned GF, magic, and abilities) from one character to another. Refer to the Menu screen under <Tutorial> for more information regarding this feature.

6. Card - Confirm Acquired Cards The player will be able to check the mini-game cards the party currently possesses. There are ten levels of cards, corresponding to the ten pages in this display. To view cards on different pages, press the directional button left or right.

7. Configuration - Change Came Settings The player will be able to change game settings. Press the directional button up and down to select headings, and change settings by pressing the directional button left and right Press the button only when selecting <Customize> under the Controller setting.

8. Tutorial - Explanation of Various Functions Within the Game In addition to this instruction manual and the study panel in Balamb Garden, this menu heading will provide help whenever needed during the game.

9. Save - Save Game Data It is possible to save game data on a MEMORY CARD or PocketStation™ personal game unit. This command can be selected when standing adjacent to a Save Point, or on the World Map.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg20">BATTLE SCREEN

The Battle Screen contains information that is crucial for survival, it is necessary to understand the information being presented and its significance in order to think strategically during battle. The section on the right details the information shown on the Battle Screen.

1. Message Window Messages will be displayed here during battle.

2. Character Graphics A T symbol will appear above the head of the character whose turn is active.

3. Command Window

Lists the commands that may be used during battle. Initially, only Physical Attacks using the <Attack> command can take place, but by adding Command Abilities through lunctioning, the player will be able to use various commands such as <Magic>, <Draw>, and (Refer to page 28 for details).

4, Character Name / HP / ATB Gauge

This area displays the Character Name, current HP value and Active Time Battle gauge. When the ATB Gauge (ills up to the right, the player will be able to enter a command. Press the button to switch to another active character

SURVIVING BATTLES

In order to survive battles, the player will need to be knowledgeable of combat situations. The following section explains how to deal the maximum amount of damage, how to retreat, and Status Abnormalities.

Damage the Enemy to the Maximum with Critical Hits

The main character, Squall, is equipped with a gunblade Press the R1 button just as the gunblade strikes an enemy to deal more damage to the target.

Retreat by Running Away

Escape battle by holding down the L2 and R2 buttons simultaneously. But the player should beware that there are some enemies from which escape is not possible.

BATTLE SCREEN

Limit Breaks - Appear in Times of Need

When a character is in a critical situation, a ►may appear next to the <Attack> command of a character, signifying the availability of a Limit Break. Limit Breaks are powerful techniques unique to each character. When the player holds down the directional button to the right and then presses the button while ►is showing, the Limit Break will be activated.

<b>MAIN STATUS ABNORMALITIES AND THEIR CURES<b> It is possible to receive Status Abnormalities from enemy attacks. Some examples of these effects and their respective cures are listed below.

<b>[Status Abnormalities which remain after battle]<b>


 * The above abnormalities [Poison, Petrify, Darkness, and Silence] may also be cured with Remedy (item) or Esuna (magic).

<b>Status Abnormalities during battle]<b>


 * The above abnormalities [Sleep, Curse, Berserk and Confuse] may also be cured with Esuna (item) or Haste (magic).

BATTLE COMPLETION

A battle may end in one of two ways. Both are discussed below

Annihilation of the Enemy

When the player defeats all (he enemies in the battle, the party acquires Experience Points and Ability Points (even when the party runs away, if damage has been dealt to the enemy, some Experience Points will be awarded). When a certain amount of Experience Points are obtained, the character will Level UP. At other times, the party may find valuable items dropped by defeated enemies. Leveling UP also applies to CFs that have been Junctioned to fighting characters (see page 30).

Game Over When the Entire Party Is Unable to Continue

If the HP of the entire party reaches 0, if they all become petrified, or if the time limit is exceeded on timed events, the game will be over.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg24">JUNCTION SYSTEM

BASIC KNOWLEDGE OF THE JUNCTION SYSTEM

The newly introduced (unction System enables the player to change a character's qualities and direction of growth. Grasping an understanding of the terms related to the Junction System listed on the right will enable the player to understand the flow of the function System illustrated below.

FLOW OF THE JUNCTION SYSTEM

1. Obtain a Guardian Force (GF) (see page 26) Obtaining a CFwill allow the player to use the Junction System.

2. Select an Ability to be Learned by the GF (see page 28) Use the <GF> command on the Menu Screen to choose an ability to be learned by the GF

3. Junction the GF (see page 30)  Junction the GF by selecting <Junction> on the Menu Screen.

4. Junction Ability (see page 31) Junction the ability that a GF possesses to a character.

Draw Magic from the Enemy Once a GF has been successfully Junctioned to a character, the <Draw> command may be Junctioned. After Junctioning the <Draw> command, draw magic from enemies during battle (see page 31).

5. Junction Magic (see page 33) Junction magic that has been drawn from enemies to the character's stats (e.g. HP, Str, EL-A/D, etc.)

WORLD MAP GLOSSARY OF TERMS

Junction In this game, Junction refers to equipping characters with things other than physical objects such as weapons and armor. Basically, this involves Guardian Forces (see below). It also allows the player to equip (or Junction! characters with magic.

GF GF is the abbreviation (or Guardian Force. Guardian Forces-can be summoned during battle. In FINAL FANTASY VIII. Junctioning a GF with a character allows the GF to Level UP in the same way the characters do. As a GF grows stronger, it will grant Special Abilities to the character with whom it is Junctioned.

Draw Characters are able to draw certain elements from enemies and possess those drawn elements as magic in FINAL FANTASY VIII, since magic cannot be bought in shops, a commonly used method to obtain magic Is to draw it directly from enemies. It is also possible t6 obtain magic through draw points and by refining magic from items.

GUARDIAN FORCES

In order to utilize the Junction System, it is necessary to obtain a GF. This is possible by defeating a GF Itself or by drawing one out of a boss monster. There may be other times when the player will be able to obtain a GF in unexpected locations.

GUARDIAN FORCES OBTAINED IN THE BEGINNING OF THE CAME

The first Guardian Forces can be obtained at the beginning of the game in Balamb Carden by reviewing the study panel. By accessing the <Tutorial> command on the study panel, the player will be able to obtain two Guardian Forces, Ouezacotl and Shiva.

GUARDIAN FORCES

Guardian Forces have tremendous power that can provide a party with extraordinary strength. A few of the Guardian Forces are introduced below.

Quezacotl Spirit which governs lightning

Appears amongst lightning clouds and showers the enemy with “Thunder Storm".

Shiva Spirit which manipulates ice

Freezes surrounding objects with "Diamond Dust" and damages all enemies with extreme cold.

Ifrit

Demon spirit that commands fire

Summons and then unleashes "Hell Fire", a massive ball of flame that burns all enemies.

SELECTING THE GUARDIAN FORCE'S LEARNED ABILITIES>/div>

Select the direction of growth for the GF

To select an ability to be learned by a GF, press the button to display the Menu Screen and select the <GF> menu heading on the screen Guardian Forces that are available to learn abilities will be displayed Select the desired GF with the  button and the Abilities Screen shown on the right will appear Using the <Learn> menu heading on this screen, the player will be able to check the status of the GF and select the ability for the GF to learn. This ability will be gained once enough Ability Points (AP) have been accumulated through battles.

Using Learned Commands - The only abilities that can be used ate Die ones the CF has learned. </b>

Learn - Select the ability to be learned by the GF</b>

When the player presses the button on the GF Status Screen, the abilities that may be learned will be displayed in a window to the right of the screen. Select the ability to be learned using the directional button and press the button to execute the command If the ability has already been learned, the word "Complete!" will be displayed.

FLOW OF LEARNING NEW ABILITIES

1 . Select Ability - Select the ability to be learned by the GF using the directional button, and press the button to execute the command.

2. Battle - Battle while the GF is Junctioned (see page 30) and collect A P.

3. Acquire Ability - Once enough AP has been collected, the GF will learn the ability Repeat steps 1 through 3 to learn more abilities.

SIX TYPES OF ABILITIES WITH VARIOUS CHARACTERISTICS

JUNCTION ABILITIES

These abilities allow the player to Junction magic to character stats, letting players customize a character's characteristics (see page 33 for details). Example:

COMMAND ABILITIES

These abilities allow the player to add or customize commands on a character's Battle Window.

Example:

<b>CHARACTER ABILITIES<b>

These abilities add special skills and improve the values of an individual character's stats by setting them in the Ability Window located below the Command Window while functioning. Normally, a character has only two slots available for this type of abilities. However, the player will be able to Junction more after certain abilities are learned by the GF.

Example:

PARTY ABILITIES

These abilities provide special effects that benefit the entire party. Only one character needs to have a Party Ability set in order tor it to take effect.

Example:

GF ABILITIES

These abilities increase the power of the Guardian Forces. Unlike other abilities, these abilities do not need to be Junctloned to take effect.

Example:

MENU ABILITY

These abilities will be added to the <Ability> menu heading on the Menu Screen. They do not need to be Junctioned to characters and can be used at any time.

Example:

JUNCTION GF

Junctioning the GF is crucial to the character's power

After selecting the ability to be learned by the GF, it is ready to be junctioned. Select <Junction> on the Menu Screen and press the button. Select the character who will junction the GF using the directional button and press the button. After that, select the headings <Junctlon> and <GF> respectively. A window will now appear displaying the GFs. The names of GFs that are ready to be Junctioned will appear in white font while already Junuioned CFs will be displayed in gray. Learned Abilities of each GF may be viewed by selecting a GF and pressing the button. Select the GF that is to be Junctioned with the directional button and press the button. After completing the selection, press the button to exit this menu

GF Growth Rate

Like the characters, the Guardian Forces grow and mature. While Junctioned to a character, the GFs will also receive experience Points after every battle. On occasions where several GFs are Junctioned, the Experience Points are divided evenly between the lunctioned Guardian Forces. With 300 Experience Points, if only one GF is Junctioned, it will receive *00 points, but if two GFs are lunctioned, each will receive an equal distribution of 150 points. When a certain level of Experience Points have been attained, the GF will Level UP, and its HP and Attack Power will increase.

JUNCTION MAGIC

Characters with a Junctioned Guardian Force can also have magic Junctioned to their stats. To Junction magic manually, enter the (unction Screen and select <|unction>. When the <Magic> command becomes available, select it to enter the Magic function Screen. To function magic automatically, choose <Auto> in the Junction Screen instead of <|unction>. A new screen will appear giving the player three new options; <Atk>, <Mag> and <Def>. These options refer to a style of play the player would like their character to be suited for. When the selection is made, magic will be Junctioned according to the style chosen (see page 33).


 * <Magic> and <Auto> commands will not be available if the character does not possess any magic.

JUNCTION ABILITIES

Determine Abilities to be used during battle

Select <Abilities> on the Junction Menu for the Battle Window (the screen will be automatically switched to this screen after exiting the GF/Magic Junctioning Menu if the character does not possess any magic). Here, in addition to deciding what commands will be available during battles by Junctioning Command Abilities, the player can customize characters Junctioning Character Abilities and Party Abilities. To do so, select the slot where an ability will be Junctioned using the directional and press the button. Then use the directional button to select the ability that will be Junctioned and press the button again. Press the button to exit this menu.

One Point of Advice Command Abilities that are used in the beginning of the game

The four Command Abilities that become available immediately after obtaining a GF are the most basic and important commands to know and understand.

1. Draw - How to obtain magic

One oi the most frequently used commands is <Draw>, which enables the player to draw out the element of enemies in the form of magic. Since it is the most common way characters will be able to obtain magic, the players should Junction this command to characters right away. If a player wants to cast magic immediately after it is drawn out of an enemy during battle, select <Cast> using the directional button and press the button. If not, the player can select <Stock> using the same method to store the magic for use at another time.

2. Magic - It is possible to use magic during battle

Once spells have been drawn out and stocked with the <Draw> command, using them will require the <Magic> command. Selective use of magic is an important strategic element in the game. Fire magic should be used against enemies who are weak against fire, while stocking up on Cure magic can prevent the destruction of the party when fighting against enemies who do not have Cure available to be drawn. In the beginning, it will be useful to have members who can use both <Draw> and <Magic> commands.

3. GF - Like the characters, GFs receive damage if they get attacked while they are being summoned

When the <GF> command is executed, the GF will take the place of the character who summoned it and shield that character with its life force The ATB Gauge will turn blue and begin decreasing. When the gauge reaches its end, the GF will appear and unleash its power. During the summoning process however, the GF is vulnerable to enemy attacks and will take damage in place of the character who summoned it. If the GFs HP ever reaches 0, summoning that GF will not be possible for the remainder of the battle.

Restoring Guardian Force HP

There are two ways to restore the HP of the GF who has received damage during the summoning process. One method is to stay at an Inn. Another way is to use recovery items specific to the GF. Such items are sold in shops. The symbol "G" designates a GF specific item. It is best to purchase them whenever they are available.

Depending on compatibility, the summoning time for a GF may decrease

A degree of compatibility exists between the GF and the character that has summoned the CF. The higher the compatibility number, the quicker the summoning process takes place. In order to increase the compatibility between a character and a GF, the character should summon that CF often and use magic with the same or similar properties as the GF There is a possibility. Though, that the compatibility of the GFs which have not been summoned will somewhat decrease. The best way to avoid getting a CF jealous or to increase the compatibility between a GF and character is to function only one GF to a character and use it exclusively.

4. Item - It is possible to use items during battle

It is possible to use items stored in inventory during battle. If the player would like to use recovery items or attack items during battles, the Command Ability needs to be functioned in advance.

JUNCTION MAGIC Increase a Character's stats with magic that has been drawn out. In order to Junction magic two conditions must be fulfilled.

1. A GF that has learned the appropriate function Ability Is Junctioned, 2. The character possesses magic.

With these two conditions, it is possible to (unction magic to a characters stat and increase its value. After selecting the <Junction> command on the Menu Screen, select the <Junction> and <Magic> headings respectively. When the Junction Ability Window is displayed, it is necessary to decide which magic will be Junctioned with a stat that is available for functioning (displayed in white font|. Switching between the function Ability Window can be accomplished by pressing left or right on the directional button.

One Point of Advice Warning when functioning magic

“Junctioning Magic” does not mean magic should be attached to stats at random. Benefit from the Junction system by utilizing the hints listed below.

1. Basics of Magic Junction It is not possible to Junction the same magic to different stats.

This is a basic rule when considering Junctions between magic and each stat. This simply means that it is not possible to Junction the same magic to different stats at the same time. It is best to Junction magic to each Junctionable stat and observe how the numerical values change. When the figures increase, the numbers are yellow. If there is no change, the numbers are white. If the values decrease, the numbers are displayed in red. The player can decide which attribute to Junction after observing the change in values. Another option is to use the <Auto> command, which is the third heading in the [unction Menu. When <Auto> is selected, <Atk>, <Mag>, and <Def> are displayed; the player should select the choice which best meets their needs with the directional button and press the button to execute the command. Once selected, magic will be automatically Junctioned to the stats which best fits the selection made.

2. Compatibility Between Magic and Junctioned Stat Depending on the functioned magic, the maximum stat value may fluctuate. Compatibility exists between certain stats and magic that are Junctioned. For instance, "Cure", which recovers HP, should be Junctioned to HP and "Protect", which Increases physical endurance during battle, should be Junctioned to Vitality. The value of these stats will be greater with compatible magic than with unrelated magic

3. Junctioned Stat Values are Based on the Amount of Magic In Stock The greater the quantity of the magic being Junctioned, the higher the stat value

It is important to remember that along with the compatibility of magic, Junctioned stat values are also based on the amount of magic it is Junctioned to in stock The more magic in stock, the greater the plus value becomes, and vice versa If the player uses up the magic that is Junctioned during battle, the stat with which the magic was Junctioned returns to its base value and the plus unit disappears.

When the number of the magic in stock is 99 Basic value + « (large)

The greater the number of magic being functioned, the more stats will improve

When the number of the magic in stock is ! Basic value + a (small)

Use <Junction> to customize characters

The newly created Junction System makes its debut in FINAL FANTASY VIII. Its purpose is to enable the player to customize their characters freely. How will the player combine the CF necessary for character development and how will the player Junction abilities and magic to stats? How will the player distribute the magic that is obtained during battle'' Will the player use magic during battle, or will the player stock the magic to increase the character's power' Perhaps the player will distribute them evenly. Success and failure are based on the player's judgment, his or her ability to manipulate the different variables of the Junction System will determine how well the characters accomplish their goals in the game.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg36">CARD GAME/TRIPLE TRIAD

Triple Triad is a card game similar to dominos that lets party members duel non-player characters (NPC's) with the cards they have in their possession. The winner of the game gets to select a card from the playing hand of their opponent.

There are three ways to obtain game cards. Characters can obtain cards by winning a challenge against a NPC, by defeating monsters, or by using the <Card> Command during battle. The <Card> command is an ability that can be learned only by a GF and must be Junctioned prior to battle.

To challenge a character, the player must first possess more than five cards. When this condition is met (by talking to the man next to the elevator on the second floor of Balamb Garden), press the button when facing a character to initiate the challenge.

BASIC RULES

The basic rules of the game are simple. The character and the opponent will start with a hand of five cards each. Each card represents a point. The character gains or loses points as they capture or lose cards. After the computer randomly selects who goes first, each player places one card at a time on the 3X3 grid until all nine slots on the grid are filled. The winner of the game is the one who possesses the most points at the end of the game. Keep in mind that as the player progresses through FINAL FANTASY VIII, "local rules" may appear which change the way the game is played.

CARD VALUES

Each card has four numbers. Each number represents the strength of a side on the card, and can have a value between 1 and 10 (a 10 on a card is denoted as an "A"). If the player places a card on the grid next to a card that has a smaller number on the side adjacent to the player's card, the weaker card will be captured by the player and converted to their color. At the same time, the player gains a point, while the opponent loses a point (points are based on the number of cards a player currently controls, counting captured cards and cards not yet in play).

For instance, the opponent places a card that has a 3 on the right side in the top left corner of the grid. To capture this card, the player can place any card that has a number larger than 3 on its left side to the right of the opponent's card.

There are four types of cards a player can collect:

• Monsters

• Bosses

• GFs

• Characters

The most common cards are monster cards, followed by boss cards. GF cards, and character cards The more powerful a card is, the harder it is to find. Later on in the game, an ability can be learned by the GFs that lets the player convert cards in his or her possession into rare items needed (or weapon upgrades and magic refinement.

LOCAL RULES

Some examples of the local rules that may be encountered later in the game.

HANDS:

Open:			All ten cards will be facing up so the player can see them.

Random:		Five cards will be selected automatically from the player's collection ol cards.

REWARDS

One:			The winner of the game can choose one card from the opponent's hand and keep it.

Diff:			The winner of the game can choose a number of cards equal to the difference between the winning score and losing score.

All:			The winner of the game can keep all cards used by the opponent.

Direct:			Each player gets to keep the cards they captured at the end of the game.

A detailed description of the Triple Triad rules can be found on the Tutorial Menu in the Menu Screen and on the study panel in Balarnb Garden. Press the button to open the Menu Screen and select the <Tutorial> command Use the directional button to select <Card Game Rules> and press the  button to read more about Triple Triad.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg38">POCKETSTATION*

CHOCOBO WORLD

After obtaining the Chocobo in the actual game, the player will be able to play Chocobo World a mini-game played on the PocketStation* personal game unit. Select <Save> on the Menu Screen while the PocketStation personal game unit is inserted into the MEMORY CARD slot. Afterwards, follow instructions to download the game data. Boco will move to the PocketStation personal game unit with the <World> command and return to the FINAL FANTASY VIII game with the <Home> command.

If the player would like to save in the 'Home' mode, it will be necessary to save the game data using the regular save method in FINAL FANTASY VIII

Events Occur when Boco Encounters Friends While moving on the Walking Screen, certain events will occur Starting with Cactuar who hands out items, various characters and friends await Boco's appearance in order to help Boco out along his journey.

WHAT TO DO

Boco embarks on an epic journey

Finding a Chicobo in FINAL FANTASY VIII and saving it to the Pocket Station personal game unit will enable the player to enjoy the games listed in the following section. Finding Mog will be the primary objective of Chocobo World.

1. Finding Mog Try to find the MiniMog who has become lost within the PocketStation personal game unit.

2. Raise the Chicobo Boco, who appears as a Guardian Force |GFI in FINAL FANTASY VIII, can only be raised in the PocketStation personal game unit. For information on how to raise Boco, refer to the section, "battle & Leveling Up" on page 40.

3. Collecting Items Items found in Chocobo World can be brought back into the world of FINAL FANTASY VIII. There may even be rare items that cannot be found in the actual FINAL FANTASY VIM game

HOW TO PLAY

Learn Various Maneuvers There are three different screens in Chocobo World, Refer to the following information to learn how to play on each screen. Playing methods and battle arrangements are explained below.

Main Game Screen – Move Boco in any direction.

{|style="text-align:left" !width="100px" style="vertical-align:top"|up bottom Walk Boco further away (North) down button Walk Boco closer (North) left button Walk Boco left (West) right button Walk Boco right (East) enter button Display Menu Screen } MENU SCREEN Confirm status and movement methods. Can also check settings for the optical communication function.

BATTLE SCREEN

The screen changes to the Battle Screen upon encountering an enemy, and battle begins.

BATTLE & LEVELING UP

Upon encountering an enemy, the screen will switch to a Battle Screen, and battle will ensue. When the numbers displayed in the bottom middle portion of the screen (the left number is the enemy's, the right number is Boco'si reach 0, attacks will be waged- Upon winning a battle, Boco will receive magic stones If the stones line up, Boco's level will increase.

DEFEAT

When defeated. Boco will continue to sleep until Its HP is completely restored. It is possible to wake Boco up during sleep, but it is best to wait until it has recovered completely.

• It is possible to fight against a friend's "Boco' using the optical communication function. Select <Optical Communication> from the Menu Screen.

• Hold down the enter burton to switch to the CONTINUE'EXIT Menu Screen. It will then be possible to select <EXIT> (game over) or <C0NT1NUE> (continue game).

• 7 memory blocks will be used exclusively for the PocketStation

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg6">CREDITS

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg47">CREDITS
 * SQUARE

International Business Department

SQUARE SOFT, Inc. Irtdfi Dornan Mohammed AC Wright Michael Christoffers Tarn Nguyen Kelly Chun Richard Williams Jaime L. Bencia Simon Son Bennett Neale Troy Boren James Wong David 'Ribs’ Cam Ho Derek C. Smith Matthew B. Rhoades Chris Manprin Jon Mankin Terry Slone Sissie Chang James Robles Clayton Chan Takahiro So Rintnro Yoshida James Dilonardo Tony Kim Caroline Liu John Monies Arthur Yang Mark Abarca Mark Acero Alan DeGuzman George Torii Irene Sam Junko Shibata-Burke Brad Varey Beele Group, Inc.
 * Localization Staff·
 * Localization Management·
 * Masahiro Makajima
 * Localization Specialists·
 * Yutaka Sana (Lead) Ityo Taketoma Maki Yamane Alexander O. Smith
 * Editors·
 * Brian Bell Richard Amtower
 * Associate Producer·
 * Aki Kozu
 * Quality Assurance Staff·
 * QA Manager·
 * Johnathan Williams
 * Asst QA Manager·
 * Mike Givens
 * Lead Analyst·
 * Judah Mehler
 * Asst Lead Analyst·
 * Ben Norman
 * Analyst·
 * Jeff Love
 * Johnathan Williams
 * Asst QA Manager·
 * Mike Givens
 * Lead Analyst·
 * Judah Mehler
 * Asst Lead Analyst·
 * Ben Norman
 * Analyst·
 * Jeff Love
 * Ben Norman
 * Analyst·
 * Jeff Love
 * Jeff Love
 * QA Translators·
 * Kyoko Makino
 * Kyoko Makino
 * Square Electronics Arts L.L.C.·
 * Senior Customer Service Manager·
 * Rick Thompson
 * Assistant Customer Service Manager·
 * Fernando Bustamante
 * Customer Service Lead·
 * Alaine DeLoon
 * Customer Service Representative·
 * Patrick Cervantes
 * Customer Service Lead·
 * Alaine DeLoon
 * Customer Service Representative·
 * Patrick Cervantes
 * Customer Service Representative·
 * Patrick Cervantes
 * PR and Events Manager·
 * Lisa M. Ahem
 * Public Relations Associate·
 * Francise DeMore
 * Card Game & Battle Camera Director·
 * Takayaoshi
 * Business Development Manager·
 * Elaine DJ Jorio
 * Product Coordinator·
 * Beth Faust
 * Sale Coordinator·
 * Sean Montgomery
 * Media Planner·
 * Kyoko Yamashita
 * Creative Planner·
 * Keiko Kato
 * Assistant Product Managers·
 * Andrew Shiozaki
 * Media Planner·
 * Kyoko Yamashita
 * Creative Planner·
 * Keiko Kato
 * Assistant Product Managers·
 * Andrew Shiozaki
 * Assistant Product Managers·
 * Andrew Shiozaki
 * Andrew Shiozaki
 * Product Associates·
 * Andy Hsu
 * Andy Hsu
 * Product Administration Associates·
 * Mari Nahikana
 * Marketing Assistant·
 * Rika Maruya
 * Product Manager·
 * Kenji Mimura
 * Vice Chairman·
 * Yoshihira Maruyama
 * President·
 * Jun Iwasaki
 * Card Game & Battle Camera Director·
 * Steven Wright
 * President·
 * Jun Iwasaki
 * Card Game & Battle Camera Director·
 * Steven Wright
 * Card Game & Battle Camera Director·
 * Steven Wright

Special Thanks: Hideo Yotsuya, Lynn Biscoc, Beeline Group, Inc., The Kenwood Group, Saatchi & Saatchi and C. H. E. N. PR.

<div style="background:orange;color:white;font-size:25px;font-weight:bold;text-align:center;padding:6px" id="pg6">LIMITED WARRANTY

For a period of ninety (90) days from the date of purchase, Square Electronic Arts LLC (SQEA) warrants to the original purchaser of this SQEA software product that the medium on which this computer program is recorded is free from defects in materials and workmanship. SQEA agrees for a period of ninety 190) days from the date of purchase, to either repair or replace, at its option, free of charge, any SQEA software product that does not meet the above warranty, postage paid, with proof of purchase. This warranty is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void if the defect in the SQEA software product has arisen through abuse, unreasonable use. mistreatment or neglect

LIMITATIONS - The above warranty is in lieu of all other warranties, and no other representations or claims of any nature shall be binding on or obligate SQEA ANY IMPLIED WARRANTIES APPLICABLE TO THIS SOFTWARE PRODUCT. INCLUDING WARRANTIES OF MERCHANTABILITY, COURSE OF DEALING IN TRADE AND FITNESS FOR A PARTICULAR PURPOSE, ARE LIMITED TO THE NINETY (90) DAY PERIOD DESCRIBED ABOVE IN NO EVENT WILL SQEA BE LIABLE FOR ANY SPECIAL, INCIDENTAL. OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THIS SQEA SOFTWARE PRODUCT. Some states do not allow limitations as to how long an implied warranty lasts and/or exclusions or limitations of incidental or consequential damages so the above limitations and/or exclusions of liability may not apply to you. This warranty gives you specific rights, and you may also have other rights that vary from state to state.

NOTICE - This manual and the software described in this manual are copyrighted. All rights in the manual and the software are reserved. No part of this manual or the described software may be copied, reproduced, translated, or reduced to any electronic medium or machine-readable form without the prior written consent of SQEA The described software may not be reversed engineered, decompiled or otherwise disassembled.

RETURNS WITHIN 90 DAY WARRANTY PERIOD - To replace detective media within the 90-day warranty period, send the defective media, a copy of The original sales receipt, a return address, and a small note describing the difficulties you are experiencing to Electronic Arts Customer Warranty, P.O. Box 9025, Redwood City. CA 94065- 9025. If you have warranty questions, you can also contact Customer Warranty at (650) 628-1900, fax (650) 628- 5999. Hours of operation: Monday - Friday. 8;30am - 11:45am and 1pm - 4:30pm, Pacific Standard Time.

RETURNS AFTER WARRANTY -To replace defective media after the ninety (90) day warranty period has expired, send the original CD to the Electronic Arts' address above. Enclose a statement of the defect, your name, your return address, and a check or money order for $15

REPLACEMENT MEDIA - The above provisions apply to any replacement media or software provided by SQEA hereunder, including the above warranties and limitations.

TECHNICAL SUPPORT - For technical support questions, you can call (714) 428-0599. Representatives are available Monday-Friday 8am - 5pm. Pacific Standard Time.