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Junction

Junction

1. The window of a G.F. junction
After a battle, a G.F. gets ability points (AP), which grow the G.F. and have it learn new abilities. Some abilities strengthen the G.F., and others have much effect on the the character acts. By using this Junction system, you can fight more advantageously.

2. The choice of a menu
Here you can have a G.F. into a junction, or undo it. Or you can choose the strongest G.F. and put it into junction too. Adding to this, you can see the detail of the abilities the G.F. has.

3. The explanation at a cursor point

4. The graphic of the character

5. The amount of Experience points the character has, and how many more points it needs for the next level.

6. The names of the G.F. that are in junction now (here Leviathan and Ifrit are shown)
Each G.F. has the different basic parameter, as each character has the different one. If someone in the party is setting a G.F. in junction, other characters cannot set the same G.F.

7. The G.F.s you have
Here the G.F.s you have are shown. (Here leviathan and Ifrit are shown) The small triangles at the bottom of this part show that there are previous and following pages. The J-mark near the number 20 means that this G.F. is now set in junction. (Maybe J is the initial of Junction). The number of G.F. and how to get a G.F. is still untold.

8. The level of a G.F.
The guage under the name of a G.F. shows the level of each G.F. When a G.F. got the highest level, where all the guage is colored red, the G.F. will be so strong and have an amazing change.

9. The parameter of a character
Some figures that show the parameter of a character are shown here. (They mean, at the left row from the top, HP=4000, striking power=40, defensive power=30, magic power=30, magic defensive power=30. At the right row from the top, speed=30, luck=12, evasive probability=7%, hit probability=50%) When you set a G.F. in junction or undo it, these figures do not change. The parameters will increase according to the level of the character, and the figures will fluctuate dramatically by setting some magics in junction.

Junction2

10. The window of the junction ability
When you set a magic in junction to strengthen your character, you use this window. But when a G.F. hasn't learned any junction abilities, you cannot use this yet.

11. The choice of the menu
In this window you set a magic in junction or undo it. If you choose "saikyo," or the strongest, the magic which strengthens you most will be chosen and set automatically.

12. The magics you have stocked
The kinds and numbers of the magic you have drawn and stocked are shown here. The small triangles at the bottom of the window show that there are previous and following pages. The magics that have been announced are fire, blizard, thunder, heal, double, protect and libra.(I don't know what is libra called in English. As for this magic, I'm going to explain later.) Maybe a lot of familiar magics will be used in FF8, too.

13. The status of the character
These icons show that the character is invalidated to these statuses. They mean from the top, poison, magic of instant-death, petrifaction, silence and pitch-dark.

14. The commands available now
The commands used during a battle are shown here. (Here they are fight, magic, draw and item) The number of these commands will increase as a G.F. learns a command ability. There are also commands of steal, and double-item in FF8, but you can use only four commands out of many commands you have.

15. The weapon equipped by the character now
The name of the weapon the character is equipping now is shown here. (Here the window says gunblade1) What the number after the name means is not still told. They say the number means some important secrets.

16. The name of the magic set in the junction ability
This character has 6 junctions: HP, striking power, defensive power, magic power, magic defensive power, speed, evasive probability and hit probability. Magics fire, thunder and heal are set to the three of them, HP, speed and hit probability here. (fire to HP, thunder to speed, and heal to hit probability) The more magics you set, the stronger the character will become by using all the power of the magics set. Also, there are some effects of the property. For example, if you set fire to striking power junction, fire property will be added to your attack. Just the same, if you set protect to defensive power junction, you will have less damage by the enemy's attack. If you set blizard to defensive power junction, the attacks with blizard property be lightened.

*About six kinds of abilities
All the abilities are divided into six groups. Once you set which group the ability points goes to, the guardian force will learn the ability you decided. Thus you can grow guardian forces as you like. But some abilities are not in this case.

1. Junction ability
This ability enables a character to set a magic in junction, and to customize its property. (eg. Offensive junction, Magic defensive junction etc.)

2. Command ability
At the beginning, each character has only two commands: Fight and Item. If a character is setting a G.F. in junction, this ability can increase the commands the character can use during a battle.
(eg. Magic, Draw, G.F. Steal, Double item ,etc)

3. Character ability
By using this ability, a character that has set a G.F in junction can have another special ability. (eg. Counter, HP10%up, Protect ,etc)

4. Party ability
If one character has this ability, all the members can have another special ability.(eg. Decreasing the encounting probability,(?) Caution,etc)

5. G.F. ability
This ability beefs up the ability of G.F. itself. If a G.F. learns this, it automatically works. (eg. G.F.Offensive power 10% up, G.F.HP20%up, etc)

6. Menu ability
You use this only on the menu. Once a G.F. learns this ability, you can use it anytime you need. (eg. Composing items, Lowering the price)

*Other accounts for junction system
When a character summons a GF, it will be attacked on behalf of the character during the battle. If the GF's HP becomes 0, the character can't summon the GF unless it is recovered.

If a character is equipped with a GF, other characters cannot use the same GF. So you should be careful who to be equipped with which GF.

You can set a magic in junction and put some property to your attack or defence. For example, if you set a magic fire to your attack, you can attack with property of fire. So you will give much more damages to monsters that have icy property. By using thunder, you can fight against water property monster very easily.

Some enemies attack by using such skills as sleeping, poison, confusing , petrifaction, and instant death. If you set some magics to extraordinary status defence, you will have less probability to sleep, or be poisoned and so on. If you set some magics to cause these extraordinary status, you can attack by causing enemy's extraordinary status.

In FF8, as a player becomes stronger, so do the monsters, unlike previous FF series. This system is like that of FFT. This means that you will always have a hard battle!
Adding to this, according to your strength, the monster's attack will change. For example, this monster(its name isn't told) first attacks with Power Bomb, in which the monster catches Squall(or other character) and lift it up above its head, and then dashes down to the ground. Second, this monster uses its attack Dribble, in which the monster makes Squall a ball and dribbles it. At last, when the party is very strong, this monster uses Shoot. By using this attack, the monster makes Squall a ball and then throw it down to other characters.