Help Extracting...

KrZyLimE

ShinRa Guard
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Dec 26, 2008
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I just started re-playing VIII, and its been years. I do not remember which of the magics in the beginning of the game I drew out of monsters that I need for defense, etc and which of them are not necessary and a waste of time. I know the first time I played I didn't sit there and extract the max amount of all of them. Just takes too long. Anyone remember the beginning extraction essentials?

Thanks,

pdm:cactaur:
 
Glacial Eye- outside Garden near mountains. Draw cure and blizzard

Caterchipillar- forests outside Garden. Draw cure and thunder.

Fascolation-F - beaches outside Garden. Get the fish fins that drop and learn Ice mag Ref for Shiva. Fish fins turn into water which junctions well to strength.

Bite Bug- plains and forests around Garden. Draw Scan and fire magic.

Biggs (boss)- Dollet Radio Tower. Draw Esuna. Try and get 100 for all three chars. This is excellent magic.

Elvoret (boss)- Dollet Radio Tower. Draw Siren, its a GF. Draw double for at least one member of the party. It also junctions well to Strength.

Diablos (optional boss)- Before you go on the Timber mission Cid gives you the mystical lamp. If you use it you fight Diablos. Draw Demi.

This goes up until youre about to get on the train to go for the timber mission. Tell me if you want more after that point.
 
Thanks, I take it also, that the more you draw out the stronger the percentage with be when you junction it to something?
 
Try and have a reasonable Magic Stat for all 3 character, especially against Diablos the less you have to draw the more you focus on defeating him......if inded you rmember where and how to get Diablos?

If your game enough the T-rexsaur offers some good spells if level is high enough......but I think they change at level 30+, the boss fight with Granaldo and the Raldos is great for defensive spells

A 100 of Protect and Shell will set you up nicely for the early to mid part of the game.
 
just keep playing Cards at Balamb once you get Ifrit and Mog cards (but make sure you don't lose). then once you feel you have enough, learn the card mod. and extracting abilities via fighting Fasco.. (the fish at the beach, they give good AP) and extract all the good magic from the cards. The best ones are Water from Fish Fin (Fasti.. card, ice magic), Quake from Dino Bone (T-rex, time magic) and Regen from... can't remember (but it's from the horse-with-the-horn monster, life magic).

If you play enough cards it's possible to even get the Punisher for Squall before you even become a SeeD.
 
Once you encounter an Abyss Worm, Thrustaevis, and a Behemoth, be sure to draw Tornado from them and stock up 300 of them, junction it to your HP. I was able to get Squall to 9,999HP, Zell to 9k, and Rinoa to 7k with Tornado and the GF HP bonuses. It's very helpful! They can also be refined from Windmills. To my knowledge it is the best Magic to junction to HP. Forgot to mention that I got them to that much HP before I even hit disc 2.
 
It might be obvious but Ultima is the best junction magic for HP, 100=6000
fulllife100=4800 and Meteor is 4800 HP, but these are high level Spells and should be used for the intended purpose of being the most powerful spell in FFVIII's limited magic damage.
 
When you get Siren, try and get her refining curing magic ability from items! This way you can refine items into Curaga(from Tents and that GF tent thing) early on in the game. Having curaga junctioned to your HP at all times will give you a major advantage in the beginning...

Try and get other GF refining abilities too as it cuts down on the time you may sped drawing magic. By refining magic from cards and items/ spoils you get from battle, you will most likely have stronger magic early on and better defenses and attack stats. Boss fights will be a breeze
 
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