Final Fantasy 10 Strategy Guide Pdf

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Final Fantasy X / X-2 HD Remaster Walkthrough and Strategy Guide Page containing story walkthroughs, character profiles, boss guides, game databases, news, and updates. FFVII was developed by Square Enix and published by PlayStation. For Final Fantasy X / X-2 HD Remaster on the PlayStation 4, GameFAQs has 254 guides and walkthroughs. Game Systems – Learn how combat works in Final Fantasy. And the many mechanics that don't work.; Forming a Party – A guide to choosing the four Classes that make up your party, and how to use them.; Princess Sara. The Journey Begins – Find information in Castle Coneria and equip your characters in Coneria in preparation for your first quest. Final Fantasy X. Final Fantasy X was released in 2001 and was re-released and remastered in 2014 in high definition (HD). It was the first of the Final Fantasy series to feature 3D backgrounds as opposed to the pre-rendered backdrops of the former games and was. 'BradyGames essentially just combined the original Final Fantasy X & Final Fantasy X-2 strategy guides into one. There's both pros and cons to how they worked this into this new guide however. They did include some new information and modified the original wording and maps somewhat to help players work their way through the game.

The Journey Begins

Chapter 1

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In this chapter I take you from the end of the opening cinematic until the North Bridge is reconstructed. We will cover the equipment needed to fight Garland, the treasure that can be found in the Chaos Shrine, and the appropriate levels for success.

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Ahoy Landlubbers!

Chapter 2

Chapter 2 will have us visit the witch named Matoya, defeat a crew of Pirates, and visit a sleeping prince. The is the slowest section of the game, but if we rush here, we are committing ourselves to failure. I will cover the best equipment to purchase at Pravoka and Elfheim, along with the best methods of collecting the Gil to do so.

The Elven Prince

Chapter 3

After all the monotony of level building and Gil saving, it’s time for some action! Here we will find a lost crown, destroy a Dark Elf King, help an old lady see again, revive the Sleeping Prince, and use the dwarves to blow stuff up. Along the way we will find many powerful weapons and armor.

The Earth Rots

Strategy

Chapter 4

The Earth is rotting near Melmond, and it seems that the source is the Cavern of Earth. The Hall of Giants, a room full of Earth Elementals, and a Star Ruby await us. How can mortals hope to kill the undead?

There and Back Again

Chapter 5

Once we obtain the Earth Rod from Sadda, we will be able to finally destroy Lich and light the Crystal of Earth again! A Ruby eating giant and two more floors of the Cavern of Earth await us as we finish up loose ends. Unfortunately, we have to travel through the Cavern of Earth two more times…

Warriors in the Sky!

Chapter 6

I don’t know about you, but we need a new mode of transportation. In this chapter, we will gain two. The ability to traverse rivers and fly air will soon be ours, assuming, of course, that we can make it out of the Cavern of Ice alive!

Class Change

Chapter 7

With the airship now in our possession, we have many new lands to explore. Rumor has it that Bahamut, the Dragon King, is looking to reward men who show outstanding courage. How does one prove their courage, you ask? By journeying to the Citadel of Trials, climbing to the top floor, and claiming the Rat’s Tail from an otherwise nondescript treasure chest. Sound like fun? Well, let’s get to it!

Out of the Frying Pan…

Chapter 8

Now that our courage has been recognized by the Dragon King Bahamut, it’s time to enter Mt. Gulg, the volcano realm of Marilith, the Fiend of Fire. As we journey to the depths of the volcano, we will find more treasure chests than in any other dungeon we have encountered thus far. At least half of it will even be useful!

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Preparations

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Chapter 9

We the lighting of the Crystal of Fire, our journey is now half complete. Before we can proceed further, however, there are several tasks that must be completed. In this chapter, we will amass a fortune, spend it all, meet a fallen robot, and release a captured faerie. We will also visit exotic locations such as the Desert Caravan and the Waterfall Cavern.

The Little Mermaid

Chapter 10

Now that our preparations are complete, we can journey to the Sunken Shrine and restore the Crystal of Water. Inside the Sunken Shrine, we will find a variety of useful items, including the key to an ancient language. After meeting with mermaids and raiding treasure chests, we will have to face Kraken, the fiend of Water.

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The Sky’s the Limit

Chapter 11

The final crystal awaits us in this chapter as we climb the Mirage Tower and warp to the Flying Fortress. Before we can enter the tower, however, we must first get Dr. Unne from the town of Melmond to analyze the Rosetta Stone we found in the Sunken Shrine. With the knowledge gained from the Stone, the Light Warriors will learn a new language that will allow them to obtain the key to the Mirage Tower.

Soul of Chaos

Chapter 12

Optional dungeons abound in this chapter. Now that we have defeated the four fiends, the Earthgift Shrine, Hellfire Chasm, Lifespring Grotto, and Whisperwind Cove have been opened and await adventures to explore their depths. Nothing in this chapter is required to finish the game, but turning our chunk of Adamantite into the Excalibur sure can help things along!

The Final Showdown

Chapter 13

After a long journey, we have finally reached the end of our adventure! We must now use the four crystals to open the seal in the Chaos Shrine that will allow us to travel back in time 2000 years. Once there, we will be able to destroy four elemental fiends, along with Chaos, before they have a chance to corrupt the world.

Final Fantasy VIII

Final Fantasy VIII is the follow-up to the incredibly successful Final Fantasy VII. It was developed for the PlayStation and it had the same graphics capabilities yet it featured much more realistic graphics when compared to the more cartoonish appearances of characters in Final Fantasy VII. Production for the game began in 1997 and it took two years to complete before being released in 1999.

The game follows the story of Squall and his team as they quest to stop a sorceress from the future named Ultimecia from compressing time. It features music composed by the same composer as Final Fantasy VII (Nobuo Uematsu) and was released to widespread critical acclaim.

The game uses a system of summons similar to previous Final Fantasy games which are referred to as Guardian Forces. In addition to being a source of some of the most lethal attacks, Guardian Forces also provide the ability to junction magics to specific stats and abilities allowing characters to grow. This is a departure from previous systems which focused on armor and accessories to increase character’s stats.

Unlike many of the other games in the series, the cast of characters were designed to appear more realistic. There are no Cait Sith-like or Vivi-like characters in FF8.

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This section of the site contains a full walkthrough and strategy guide for Final Fantasy VIII.

Review

Final Fantasy VIII was a great follow up to Final Fantasy VII which was a huge success (and a tough act to follow). It differed just enough from its predecessor to make it a unique and enjoyable game without straying far enough from the FF formula to lose many of the nostalgic elements that fans of the series were hoping to see.

The most difficult area for the creators to follow up on for Final Fantasy VIII was creating a story as immersive and compelling as the previous title. I would say that the writers and developers did a fairly good job of this - given the difficulty of the task. Each of the characters in FF8 are highly relatable as this is one of the first Final Fantasy games that lacks some of the more crazy, unrealistic characters seen in some of the other titles including Cait Sith, Red XIII and even characters like Vivi from Final Fantasy IX and Kimahri from Final Fantasy X.

The story takes place in a much more modern setting with more of a futuristic look rather than a fantasy, ‘olden-times’ appearance. Some players had complaints about the loss of a true ‘fantasy’ feel which is why the developers of Final Fantasy IX took a full turn back to the old-timey style of some of the previous titles (much to my dismay as FF9 was one of the worst titles in the series). I very much enjoyed the look and feel of the game.

That being said, the story definitely lost its touch when it came to the final villain and primary antagonist of the story. The majority of the game is spent focusing on Edea being the antagonist until later on when it is revealed that the primary antagonist is Sorceress Adel and Ultimecia. Unlike Final Fantasy VII, where a ton of time is devoted into building the story around the main villain (Sephiroth) and the reasoning behind his actions, this game spends very little time delving into the story behind Ultimecia. She is essentially just some powerful sorceress from the future who is trying to “compress time” in order to extinguish all life and merge it with her own turning her into a goddess. Final Fantasy IX suffered from a similar problem.

I was also not very impressed with the weak attempts at trying to tie each of the character’s stories together. It is explained in the game that the use of Guardian Forces causes amnesia as one of the side effects of using them. Any time that a writer has to use ‘amnesia’ as plot device to tie a story together you know that they’ve taken liberties and short-cuts just to make the story work. The worst part is that there is really no reason for it; the story would have worked well all the same if the main characters did not have amnesia and did not rediscover that they had all grown up in an orphanage together.

The flashback scenes involving Laguna were insanely boring. They were certainly necessary and contributed well to the theme of the game (involving time and time compression) but each time I play through the game I groan when I reach one of the Laguna sub-sections / chapters.

All that said though, these are small marks on a relatively solid and entertaining story and cast of characters.

The graphics are, for the most part, exactly the same as the graphics in Final Fantasy VII except for the more realistic appearance of the settings and characters. There are a lot more cinematic sequences throughout the game which add a very nice touch to some of the more important points of the story (the dance scene in Balamb Garden was a highlight). The world map was just as large and exciting to explore as the one in FF7.

The gameplay itself though is where Final Fantasy VIII has very little resemblance to any of the previous titles. Final Fantasy VIII employed a ‘magic junction’ and ‘draw’ system. Each character could choose the “Draw” command on their turn which allowed them to draw magic out of an enemy. Each time they would Draw magic they would receive between 1 and 9 of that magic spell until they had stockpiled 99 at which point no further magic could be drawn. Once a character had drawn a type of magic it could then be ‘junctioned’ to one of that characters stats such as HP, Strength, Magic, etc. which would raise that stat.

This system of drawing and junctioning magic was subject to a fairly intense learning curve. I was so bad at understanding these systems that my first playthrough I wound up with characters that were laughably weak.

It was definitely a unique system that offered a huge change in gameplay style departing from previous Final Fantasy games, but there were a number of problems with this system, including:

1) The requirement to constantly draw magic until you reached 99 of each type of magic. This added an incredibly boring and monotonous requirement into playing the game.

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2) Using your magic (and dropping your inventory down from 99) would actually worsen your players stats (depending on which stat you had junctioned the magic to). This resulted in many players attempting to limit the amount of magic they used and focusing on attacks. Not necessarily a problem as it still lends itself to entertaining gameplay, but it limits the styles that a player can adopt. For example, it would be very difficult to put together a team that included a magic-focused character.

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3)Guardian Forces (the summons of Final Fantasy VIII) also had to be drawn from enemies and bosses. Many Guardian Forces could be missed entirely - they could be obtained at the end of the game again, but it ended up being an annoying element of the game when, during each of the intense boss battles, one had to take time to make sure that they had attempted to draw from each boss.

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The inclusion of Triple Triad card game as the primary side quest was an awesome addition! This is another area of the game where you could quite often miss important cards during your first play through but there was never a requirement to play any more Triple Triad to complete the game than you preferred to.

Triple Triad cards could be modified into key items to help you progress through the game, and while some of the rules could be incredibly annoying (who truly understands the Plus, Same Wall and Combo rules?), it lent it self well to a regular playthrough as you progress through the game.

There is not much for endgame content, but Final Fantasy VIII certainly lends itself well to repeat play-throughs. I have personally completed the entire game just over 5 times now and I am sure that I will play through it again in no time. Elements of the story and game play are unique to this release and it is certainly a great addition to the Final Fantasy library. Overall Score: 8/10.

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