FF8 - Menu Tutorial

Main Page

Strategy Guides
Final Fantasy 4
Final Fantasy 5
Final Fantasy 6
Final Fantasy 7
Final Fantasy 8
 -FF8 Main Page
 -Getting Started
 -Controls
 -Battle Tutorial
 -Menu Tutorial
 -Characters
 -GFs Guide
 -GF Locations
 -Weapons
 -SeeD Guide
 -Blue Magic
 -Magazines List
 -Cards Guide
 -Rare Cards
 -Ending Dialogue
Final Fantasy 9
Final Fantasy 10
Final Fantasy Tactics
Chrono Trigger
Chrono Cross

Other
Message Board
Downloads

[The Menu Screen]
Pushing the 'Circle' button out of battle
brings up the menu screen. Twelve commands can be issued from here. In
addition, the menu screen also provides gameplay information such as
your current location (check the bottom-left window) and your playing
time, SeeD rank, plus total amount of Gil (the form of currency in ff 8)
in the bottom-right window.

The window in the upper-right consists of 11 commands. Reading from
top to bottom, they're: Junction, Item, Magic, Status, G.F., Abilities,
Switch, Cards, Configuration, Tutorial and finally Save.

[Junction]
The Junction system combines both the Materia and Job system together, 
enabling you to build the kind of character you want. It does this by
allowing spells themselves to double as character-building elements.
I'll give a brief diagram of how the Junction Screen looks like:

------------------------------------------------------------------------
|Notice JUNCTION OFF AUTO ABILITIES | JUNCTION |
------------------------------------------------------------------------
|Help Window |
------------------------------------------------------------------------
(Portrait) (Magic/Equipped G.Fs List) (Equipped Commands/G.Fs List)
(Current EXP)
(Required EXP for Next Level) 
------------------------------------------------------------------------
|HP Attached Spell (CHANGE) S Attack S Def. E Attack E Def. |
|Strength -- Speed -- |
|Vitality -- Evasion% -- |
|Magic -- Hit% -- |
|Spirit -- Luck -- |
------------------------------------------------------------------------
*S Attack and S Def.: Status Attack and Status Defense
E Attack and E Def.: Elemental Attack and Elemental Defense
(they'll be highlighted if junctioning spells to them is possible)

In a nutshell, here's how the whole thing works (to the best of my 
knowledge anyway): 

1. Gain G.Fs through drawing from bosses, receiving as gifts or 
defeating the G.Fs themselves.

2. Junction a G.F (a character can have multiple G.Fs junctioned) to a
party member by selecting 'Junction', and then 'G.F.'. Press
'X' or to equip a G.F. G.Fs already
junctioned will be indicated by a symbol next to their names. Hit
'Triangle' when you're done equipping.
If you already have a stock of spells in that particular character's
spells list, jump straight to point 4. Otherwise, ignore the 
'Auto' window which pops up, equip the 'Draw' command ability
under the 'Abilities' window, then proceed onto point 3.

3. Draw spells for junctioning from enemies or Draw Points. Different
spells have varying effects on the same parameter. You can have
a maximum of 100 for each type of spell. Once you've amassed enough
spells, select the 'Auto' command in the Junction sub-screen.

4. Choose to optimize your character, based either on 'Attack', 
'Magic' or 'Defense':
Attack: Places emphasis on 'Strength' parameter
Magic: Places emphasis on 'Magic' parameter
Defense: Places emphasis on 'HP' parameter (not Vitality rating!)

5. Select the abilities you want available to your character.

6. If you're not happy with the junctioned magic spells, choose 
'Junction' again, and then 'Magic'. Change the spells if you want, 
or remove them with 'Square'.
Alternatively, the 'Off' command works well if you wish to
de-equip all junctioned spells (select 'Magic') or all G.Fs, spells
and abilities (select 'All').
If you character has the ability to junction spells to Elemental
Attack/Defense or Status Attack/Defense, use the d-pad to scroll
the junction screen left. The higher the amount of spells (max. 100)
junctioned to a parameter, the better the effect.

7. From the menu screen, select G.F. Tap 'X' at a G.F's status window, 
and select the ability you want it to learn. Abilities are divided into
six different types:Junction, Command, Character, Party, G.F. and Menu.

{Abilities Details}
+----------------------------------------------------------------------+
|Junction: Allows a character to attach spells to his or her |
| parameters, thus increasing their overall fighting |
| capabilities. |
|e.g. 'HP J' lets one junction spells to his or her HP parameter. |
| |
+----------------------------------------------------------------------+
|!Command: Gives a character commands which are usable in battle. |
|e.g. 'Magic' allows a party member to cast spells. |
| |
+----------------------------------------------------------------------+
|Character: Modifies or adds special conditions to a character while in|
| battle. |
|e.g. 'Mug' replaces the 'Attack' command in battle, thus allowing |
| one to plunder items from the enemy. |
|e.g. 'Auto Protect' puts a character in 'Protect' status immediately |
| at the start of each fight. |
| |
+----------------------------------------------------------------------+
|Party: Adds certain helpful abilities to the entire party, be it in |
| combat or outside of it. |
|e.g. 'Alert' prevents pre-emptive attacks from enemies. |
|e.g. 'Move-Find' reveals hidden Draw and Save Points. |
| |
+----------------------------------------------------------------------+
|G.F.: Raises a G.F's capability in battle. |
|e.g. 'Summon Magic +40%' increases the magnitude of a G.F. by 40%. |
| |
+----------------------------------------------------------------------+
|Menu: Provides the party with handy abilities via the menu screen. |
|e.g. 'Ice Magic Refinement' allows the creation of 'Blizzard' spells |
| from certain special items. |
|e.g. 'Call Shop' lets you access any shop you've come across before at|
| anytime, anyplace. |
| |
+----------------------------------------------------------------------+

[Item]
This command is primarily used for curing your party, and tinkering
with the abilities of your G.Fs. You have access to a total of 4 
choices. Reading from left to right, they're:

Use: Select this to use the items present in your inventory list. Items
which are unusable will be displayed in grey. Press left or right
on the d-pad to scroll through the list of items. There're a
variety of items in ff 8; you can only carry 100 of each type.

Rearrange: Lets you arrange your items in the order you prefer.

Sort: The computer arranges your items for you automatically.

Battle: Arranges the lineup of items when the 'Item' command is used
in battle.

Un-wanted items cannot be discarded; either use them in battle to get
rid of them, or sell them (more practical) to shops.

[Magic]
The Magic command allows you to cure your party (provided you have the
correct type of spells) as well as to arrange and swap spells among
the party members. Reading from left to right, the 4 choices here are:

Use: Lets you cast a particular heal-typed spell. In ff 8, you cannot
target multiple members with a single spell, so you'll have to
cure each character separately. There're a variety of spells in
ff 8; you can only carry 100 of each type in a character's
spells list.

Exchange: Allows you to manually swap spells between party members.
- 'Give All' transfers an entire spell type to the member
in the lower row.
- 'Take All' transfers an entire spell type to the member
in the upper row.
- 'Split' enables you to specify the amount of spells to
be swapped.

All: Swaps an entire set of spells list between party members.

Rearrange: Lets you determine the placement of spells when the 'Magic'
command is used in battle.

In the U.S version, spells can be discarded by placing the cursor over
them and pressing 'Square'.

[Status]
Execute this command to learn about a character's current condition.
Apart from his or her name, current level (a yellowish insignia beside
this indicates that the particular member is in your main party), HP
(Health or Hit Points) values, current Experience and the amount of
Experience Points required to advance to the next level, equipped
abilities and weapon, the Status sub-menu also displays the party 
member's status values:

(note: You can switch between characters using R1 or L1)

Strength: Capability to do Speed: Rate at which ATB fills
damage. during battle. 
Vitality: Resistance to physical Luck: Deciding factor for speed of 
attacks. escaping, items dropped,
no. of spells drawn, etc.
Magic: Determines the Evasion%: Ability to avoid attacks
magnitude of spells. completely.
Spirit: Resistance to magical Hit%: Hit rate for current weapon
attacks.

Pressing the 'X'button brings up the Elemental Attack, Elemental Defense, 
Status Attack and Status Defense ratings of that character.

Hitting the button another time brings up the G.F. affiliation chart
for that party member. Refer to the G.F. sub-section below for details
as to what this chart means.

Finally, tapping the same button again displays the Limit Breaks
list of that character. Alternatively, this list can also be displayed
by simply pressing 'Square'.

For Squall and Zell, you can set their Limit Breaks on auto (the
computer takes care of the button pressing), but I advise you ignore
this feature, seeing how the computer misses the timings so often.
Besides, it's more fun to do it by yourself ^_^

[G.F.]
The G.F. screen shows the stats of your acquired summon monsters. Hit
R1 or L1 to scroll between G.Fs. Pressing 'X' at a G.F's status screen 
brings up its abilities list. Each G.F can only learn up to 22 
abilities in its natural course, unless you decide to tinker with 
them using certain G.F ability items.

G.Fs learn abilities by gaining AP (Ability Points) or using items.
They can also raise their HP and power via levelling up or certain
abilities. However, unlike AP, G.Fs in battle SHARE the EXP the
character which they've been junctioned to receives, i.e. if Squall
has both Quezacotl and Shiva junctioned, and receives 300 EXP
plus 8 AP at the end of a fight, each of the 2 G.Fs gain 150 EXP
and 8 AP.

You might want to de-equip the stronger G.Fs for a while if you want
to build up weaker ones. And mind you, new G.Fs often start off
pathetically weak. Every G.F. takes 500 EXP to gain a level, with the
exception of the 16th and final G.F, Eden (1,000 EXP).

G.Fs also have different mindsets towards each character (the red bar 
along with the numbers in the G.F. screen indicate how much they like 
each member). The higher the value, the lesser the time it takes to 
summon them. This value is increased by summoning them, or casting 
spells of the same element as the G.F, i.e. Fire spells raise Ifrit's 
opinion of the character. Likewise, if you use Blizzard spells, you'll
lower Ifrit's rating towards the member but raise Shiva's affection.

Another ability I'll like to highlight here is the 'Boost' G.F. 
ability, or 'Ouen'. As mentioned in the Basic System section, this 
comes into play during the summoning sequences (hold Select, then tap 
Square at the correct times) for certain G.Fs. Normally, G.Fs use only 
100% of their strength during a summon.

However, the 'Boost' ability actually drops this back to 75%, but you
can raise it to 250% if you're a quick tapper, or have a turbo
controller on hand. It's just an element of risk undertaken in using
'Boost'. Credit goes to Adam for this bit of info. If you're reading
this, thanks.

Try to learn this ability first whenever you acquire a new G.F. (it
takes only 10 AP anyway).

[Abilities]
Allows usage of learnt menu abilities such as 'Fire Magic Refinement'
or 'Junk Store'. Tap left or right on the d-pad to scroll.

[Switch]
Once your party exceeds three members, you must select 2 characters
to accompany Squall. This command is only available on the Overworld
and on Save Points in the field screens for the Japanese version.

In the U.S version, an additional command, 'Junction Exchange', enables
you to easily transfer a set of equipped G.Fs, abilities and spell
lists between characters. Convenient for those scenes in which you
have to guide two different parties.

Inactive party members gain zero EXP from battles fought by the main
party.

[Card]
Displays the cards that you've acquired so far. Hit left or right on
the d-pad to scroll through the 10 levels of cards. Refer to the Card
Battle section below for more information concerning this mini-game.

[Configuration]
A set of customization controls are available here.

(note: The last two options are for those playing with a Sony Dual
Shock Analog Controller)

Sound: Change between Stereo or Mono.
Controller: Change the controller settings to Normal (Default) or
Customize. Push the 'X' button at the Customize
option to bring up the controller configuration screen.
Cursor: The Memorize option here lets you store the last position of
the finger cursor even after the window is closed.
ATB: Set the flow of time in battles.
{Active} -- For skilled players. Time flows even when commands,
spells and items are being selected.
{Wait} -- For beginners. Time stops when spells and items are
being selected.
Scan: The detailed analysis of an enemy will only appear the 1st time
you cast 'Scan' on an enemy under the
default Initial settings.
Camera Movement: The higher the percentage, the more frequently the
camera angle changes in battle.
Battle Speed: Adjust the speed of time flow during battles.
Battle Message: Adjust the message speed in battles.
Field Message: Adjust the message speed in the field screens.
Analog Input: Change the sensitivity of the analog sticks.
Vibration Function: Turn rumble feature ON/OFF.

[Tutorial]
Lets you learn more about ff 8's systems and world. The SeeD Tests
are also accessed via this command. If my guide hasn't been too precise
in explaining the various systems Final Fantasy VIII has to offer, this
is where you should refer to. In fact, I highly encourage you look
through the Tutorial at least once.

[Save]
Final Fantasy VIII takes up one block of space on a Memory Card. The
Save command can only be used to record a position on the Overworld
and on Save Points in field screens.

[Order]
Push left on the d-pad in the main menu screen, and a cursor will
appear, allowing you to re-shuffle your main party's lineup in battle.
There's no real reason for you to do this though. Btw, there're no
more 'front' or 'back' rows in ff 8.

And that's all for the Menu Tutorial.
Hosted by www.Geocities.ws

1