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Thread: Fresh out of the Fire Cavern with Ifrit. What abilities should I teach my GF's in the beginning?

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    Boxer of the Galaxy Rowan's Avatar
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    Re: Fresh out of the Fire Cavern with Ifrit. What abilities should I teach my GF's in the beginning?

    No problem, sir. You can do well by unlocking the strength junction on a gf with squall and junctioning fire to it. That will make you strong enough to get through the dollet mission as you dont really need to junction a great deal to be able to finish up the enemies you find there. I usually just go through dollet and take out the forced enemy battles (you cant run or card mod so exp is gained for sure) and get the ap from bosses. By the time I return, I have card mod ready. Although there is a special reward from defeating the aTMX-34014 or as I like to call it, 'Metal Spider Thing'. If you fight it enough times, you can actually destroy it and gain over 100AP (im sure) and some special items. In order to do so though you are going to need some dangerous magic junctioned to your strength stat in order to be able to do enough damage to kill it multiple times within the time limit. I reccomend giving this a shot since you really only get one chance at it. So continue battling enemies around garden until you get the card mod ability. Then begin modding everything so that you can get access to the refine abilities and more stat-junction abilities via AP recieved from battles. Once you have learned the refinement abilities, then start battling people in garden for their cards. Some people to take note of are the following:

    The kid who runs from right to left in the area with the access panel/ or stairs to the lift. He has a 'minimog' card which will be useful when battling other people as it has a high number. The quistis groupies who are at the back of the cafeteria (they sit next to each other) There is a white guy and a black guy. From memory, the black guy has the Quistis card. Her card is incredibly powerful as its a player card, and definitly one you will keep until end game as it will help you win. The idea is to get powerful cards and keep using those to win games. Once you have won these powerful cards, your next mission will be to go the town of balamb and challenge Zells Mother, or 'mother dincht'. She has Zells card (best in game, in my opinion) and a variety of powerful cards that mod into useful items. But the reason we play here is not just for zells card, but the rule of "all" can be also applied to all furthar games. To unlcok this rule, challenge the queen of cards to a game (shes the hippie looking person where the trainstop/item shop is. Challenge her and if the rule says "all" then play the game and win. Then the All rule will have spread. If it doesnt say "all" then dont choose to battle her and then try again. The 'all' rule is so important when farming cards as it allows you to keep all cards instead of 1. But if you lose, you will lose all cards in your hand. but with powerful cards such as minimog, quistis, zell and ifrit, I doubt you will be losing even if you tried.

    Once you have a great collection, mod every card that you dont use and leave only the cards that you do. You will have an abundance of items now that can be refined into various magicks. From memory, its possible to have Firaga, Blizzaga, Tornado (if you junction that to attack, WOOOOBUDDDDDY), quake and others. Such powerful magic with low level characters = 1 hit death for bosses.

    On a side note:
    Modding cards also makes it possible for you to create new and stronger weapons for characters without needing the Magazines for them. As long as you have the parts and cash, the weapons will appear in the weapon shop. All weapons can be made from the start of the game with the exception of a weapon for irvine that requires a moon stone .. there may be another weapon as well.
    Last edited by Rowan; 06-26-2012 at 05:27 PM. Reason: additional info

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