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    Angel Wing Limit Break FAQ by Sana chan

    Version: 1.20 | Updated: 12/29/02 | Search Guide | Bookmark Guide

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    Game:            Final Fantasy VIII
    Console:         Playstation; Playstation 2
    Copyright:       2002 Sherry Han
    Email:           NO SPAMMERS. Please read the guidelines if you want
                     to distribute this guide.
    Version:         1.20
    Created:         August 15, 2002
    Last Updated:    December 29, 2002
    Hi, welcome to my Angel Wing guide. I first became interested with
    this limit break when I noticed how much more the damage was compared
    to regular magic. I got the idea to write this guide when I noticed
    how little most guides have to say about such an awesome attack. 
    (They usually cover it in about a paragraph, more or less.) And there 
    is just so much more to write about it! 
    For starters, this guide is NOT a junctioning or general game guide.
    I'm writing it assuming you KNOW how to junction, at least to basic 
    stats, since STATUS-J and ELEMENTAL-J are both irrelevant in this
    case. Otherwise I suggest reading a general guide first, and MASTER
    the basics on junctioning and GF ability usage.
    Anyway, on with the guide!
    Hint: Use Ctrl-F to jump to any particular section. All section names
          are EXACTLY as written in the menu below (except Roman numerals). 
          I recommend check the meteor trick first if you know the basics about
          Angel Wing.
    X.    CLOSING
    Angel Wing is, in my opinion, the best limit break in Final Fantasy
    VIII. It is Rinoa's second limit break, which you get automatically
    after you rescue her on Ragnarok in disc 3. Angel Wing is actually
    a status effect similar to Berserk. You will lose control of her for
    the rest of the battle, And she will cast magic automatically when 
    it is her turn.
    ---------------------------END OF SPOILER--------------------------
    The Angel Wing status effect will cause Rinoa's magic stats to multiply
    by about 5 times, even if her magic stat is maxed out at 255. And
    her speed is also boosted quite a bit.
    Unlike other limit breaks, with a little twist, you can have nearly,
    if not complete control over Angel Wing. I noticed most sites listed
    the magic she casts as random. However, after testing this move over
    and over again, I noticed it's not entirely random. Rinoa does NOT use 
    magic that is not in her inventory. If she has no magic to cast, then
    then she'll simply use a physical attack every time her turn comes.
    Note: Since Rinoa's STR stat remains the same under Angel Wing, the 
          damage would be the same as if you executed a normal physical
          attack. Therefore, do make sure she has at least one spell
          she can cast. (See Section II.)
    The Angel Wing status cannot be ended with Esuna, Dispel, Remedy, or 
    Remedy+. It will only end when one of the following occurs:
    > If Rinoa gets KO'd, she will not be in Angel Wing if and when she 
      is revived.
    > If Rinoa gets petrified, she will not be in Angel Wing if and when 
      she is cured.
    These are the ONLY ways you can get Rinoa out of Angel Wing. There is
    no easier way. If you absolutely have to do this for whatever reason, I 
    suggest casting Break on her, (Make sure she is not immune to 
    petrification) and then casting Esuna.
    During Angel Wing, Rinoa is immune to certain status effects (without
    junctioning) that would normally disable or hinder a character's ability
    to use magic. These are:
    > Confuse
    > Silence
    > Berserk
    Note: Silence will be automatically nullified if Rinoa goes into Angel 
          Wing with it.
    However, Rinoa is NOT immune to these status-changing magic:
    > Stop
    > Sleep
    > Float
    > Blind
    > Slow
    > Zombie
    > Break
    > Pain (Silence will not occur.)
    > Bio
    If she is stopped or asleep, she will CONTINUE to use Angel Wing after she 
    is cured.
    Magic cast during Angel Wing does NOT subtract from Rinoa's magic
    inventory. She will use any magic over and over even if she only has 1
    LIST 1
    Below is a list of magic that are NOT used during Angel Wing. If you
    want Rinoa to cast only one spell, feel free to junction these magic
    to her stats, and have that one spell as the only type of offensive 
    magic in her inventory. Even if you stock only 1 of that magic, she 
    will keep casting that magic, turn after turn.
    > CURATIVE: Cure, Cura, Curaga
    > REVIVAL:  Life, Full-life
    > OTHER:    Regen, Esuna
    > SPEED:       Haste
    > MULTI-MAGIC: Double, Triple
    > PROTECTION:  Protect, Shell, Reflect, Float
    > LIMIT BREAK: Aura
    TOTAL: 15 spells NOT used during Angel Wing. More than enough to
           junction all stats without ANY offensive magic. This is good,
           of course, since junctioning any offensive magic is risking
           it being casted during battle.
    LIST 2
    Below is a list of magic that ARE used during Angel Wing. Its effect
    is written next to the magic name. * (star) denotes that this magic
    hits multiple and/or random enemies, if applicable.
    - Fire:     Minimal fire damage
    - Fira:     Medium fire damage
    - Firaga:   Major fire damage
    - Blizzard: Minimal ice damage
    - Blizzara: Medium ice damage
    - Blizzaga: Major ice damage
    - Thunder:  Minimal thunder damage
    - Thundara: Medium thunder damage
    - Thundaga: Major thunder damage
    - Water:    Water damage
    - Aero:     Wind damage
    - Tornado:  Major wind damage *
    - Quake:    Major earth damage *
    - Slow:     Slows an enemy down
    - Stop:     Freezes an enemy
    - Dispel:   Removes positive status effects: double, triple, haste, 
                regen, shell, protect, aura, reflect, float
    - Drain:    Takes HP from enemy and heals self
    - Bio:      Damage and causes poison
    - Break:    Damage and causes petrification
    - Blind:    Causes darkness
    - Silence:  Disable enemy from casting spells
    - Berserk:  Enemy loses control and uses a physical attack every turn,
                however, damage is greater than usual
    - Sleep:    Causes sleep
    - Confuse:  Causes confusion and triggers random actions
    - Pain:     Causes poison, silence, and darkness
    - Meltdown: Damage and causes Vitality status to go down to 0.
    - Death:    Causes KO
    - Zombie:   Enemy is hurt by curative items/spells.
    - HOLY:   Major holy damage
    - DEMI:   Cuts 1/4th of enemy's HP
    - FLARE:  Major non-elemental damage
    - METEOR: Ten hits causing non-elemental damage *
    - ULTIMA: Major non-elemental damage *
    - SCAN:   See enemy's description, HP, and stats
    I don't like to used the word "Randomized", because it really isn't.
    There is a subtle pattern to the chaos, I believe. Since Rinoa does
    not use magic not in her inventory, take out the offensive magic
    you don't want her to use, simple enough. (See Section II, List 2.)
    First, Rinoa will NEVER cast anything to herself or allies. Her magic
    will always hit the enemy. If there is more than one enemy, she will
    target randomly.
    Also, Rinoa uses high level magic, especially forbidden magic (Meteor,
    Ultima) less than normal and indirect magic. Quantity does not matter. 
    For instance, in one of my tests, she had 100 Meteors and 1 Scan in 
    her inventory, and she used Scan 9 times out of 10. To prevent this, 
    take out ANY magic you find useless! Or else you risk her casting it.
    For magic of the same type, I.E. Fire and Fira, Rinoa will favor the
    HIGHER level magic if you have the SAME number of spells for each.
    Otherwise, she tends to favor the one you have LESS, ironically. This
    seems true for the 3 basic elemental magic - Fire, Thunder, & Blizzard.
    She'll also cast a lot of status-affecting magic on your enemy. I
    estimate this is at least 50 to 70 percent of the time. Maybe more.
    The A.I. does NOT know whether or not a certain status magic will 
    work on a certain enemy, so make sure YOU check it out first.
    Another thing to point out is the A.I. Its intelligence level will
    seem to vary from time to time. Sometimes you may find it incredible
    silly, casting useless status affecting spells each time. However,
    other times it may seem like what YOU may do. For example, once my
    Rinoa cast Scan at the beginning of the battle, then used Meltdown,
    and afterwards began to strike the enemy with all types of powerful
    Either way, all patterns are SUBTLE. I must remind you that there are
    no ABSOLUTE patterns to Rinoa's magic casting during Angel Wing. It
    depends on a variety of factors, some of which may or may not include
    magic combinations in her inventory, luck, crisis level, character
    level, or even who the other two party members are. I recommend reading 
    the next section carefully, as I will tell you how to make the best 
    use of Angel Wing.
    First of all, I suggest taking out ALL Magic in the "Status-changing" 
    category except Meltdown, for the rest rarely works, gets used a lot,
    plus most bosses are immune to status effects. Also, take out Scan,
    because she uses that so often that it becomes annoying. BE SURE to
    take it out!
    I also recommend taking out all the elemental magic, leaving only 
    forbidden/non-elemental magic, as those are much stronger. These are
    the magic I recommend taking: Flare, Meltdown, Ultima, Meteor. If
    you don't have these, or want to use elemental magic, then take out
    Level 1 & 2 magic (Fire, Fira, Thunder, Thundara, etc.) and leave only
    Level 3 magic. Be SURE to rid any elemental magic that the enemy is
    strong against or absorbs. Because as long as Rinoa has the magic
    in her inventory, there's no guarantee that she won't use it and
    heal your enemy.
    Now, if your magic stats are high enough, all those attacks, except
    Meltdown, will take out at least max damage (9,999). However, as you
    may have noticed, you can go way beyond just max damage with METEOR.
    This awesome trick is described in Section V.
    > How to get rid of unwanted magic stock:
    There always comes a time when we go crazy with refining magic, and
    end up with more than 500 of a certain spell. That means even if
    Rinoa gives parts of her spells to other party members, she'll still
    end up with a portion left, which is risky if you don't want that
    magic being casted. When this happens, go to menu, Magic, Exchange,
    place the cursor on the magic you want to get rid of, and press
    SQUARE button. Beats casting it over and over again during battle
    until it's all gone... especially if you have 100.
    > Evade Trick (Thanks to The Admiral for this one!)
    High Evade stat (20%+) will help prevent all physical attacks on Rinoa.
    If your Speed stat is high enough, Evade will automatically exceed
    20% without junctioning. However, if it doesn't, you can junction some
    magic (if you can spare any). Ultima, Triple, and Haste work well.
    The Meteor trick is just plain awesome. It is not random like Lion
    Heart, and unless KO'd, it is GUARANTEED to work every turn. This
    trick works wonders against everything from T-Rex to Omega Weapon.
    The great thing about it is, you don't need ultimate weapons, ammo,
    special items, a lot of junctioning and whatnot. In fact, all you 
    need is at least 1 Meteor and a couple of GF abilities. This could 
    be the easiest way to surpass the 9,999 damage barrier, and is not 
    to be missed. 
    And here's how to do it:
    Take out ALL of Rinoa's offensive magic EXCEPT Meteor, even if you 
    only have 1. Make sure you junction protective and/or curative magic 
    on your defensive stats, so you don't die in one hit. Use Magic
    + 60% or anything else you can find to make Rinoa's magic stat max 
    out to 255. Also use Auto-haste or anything that enhances speed.
    OPTIONAL: If you want, at the start of the battle, cast Meltdown on 
    your enemy, this will make Meteor much stronger.
    Either way, after you've done all of the above, cast Aura on Rinoa
    (or if she's in critical condition), and use Angel Wing. If your
    speed is high enough, you should be getting several turns EVERY
    SECOND. Each time, she will use Meteor. Meteor triggers 10 hits, each
    hit damages around 4,000 to 8,000 generally, depending on your enemy,
    stats, and/or whether or not Meltdown was casted. But if you've 
    followed the instructions above, you should be getting 40,000 to
    80,000 damage PER METEOR. That means 80,000 to 240,000 HP damage
    per second (ATB time, not counting magic casting time and other
    possible interruptions). And yes, unless knocked out or inflicted
    with certain status effects, it will work EVERY TIME.
    Here's a table for Rinoa's stats WITHOUT ANY junctioning. In this
    section I will help you max out Rinoa's magic and maybe speed stats.
    LV     HP     Str     Vit     Mag     Spr     Spd     Luck  
    1      217    1	      0	      8       3       20      16
    10     610    10      5       15      8       22      17
    20     1038   19      10      22      14      24      17
    30     1458   27      14      29      19      25      18
    40     1871   35      18      35      24      27      19
    50     2275   42      21      41      28      28      19
    60     2672   48      24      46      31      30      20
    70     3061   54      26      51      34      32      20
    80     3443   59      28      55      36      33      21
    90     3816   64      30      59      38      35      22
    100    4181   67      31      63      39      36      22
    Out of these 7 stats, there are three we do not need to care about
    in this case - Strengh, Vitality, and Spirit. (Though you should 
    always make them as high as possible.) Rinoa has the highest
    base Mag stat out of all playable characters in the game, so 
    maxing out is not difficult, especially at level 100. If you have
    100 Meteors or Triples, either should be junctioned onto her Mag stat. 
    It should boost the stat quite a bit. Then, equip GF ability MAG +. 
    This can be obtained from any of these GFs:
    (-> denotes "Leads to", meaning you can only learn the second ability
    described after you have learned the first.)
    > QUEZACOTL: Mag + 20% (60 AP) -> Mag + 40% (120 AP)
    > SIREN:     Mag + 20% (60 AP) -> Mag + 40% (120 AP)
    > DIABLOS:   Mag + 20% (60 AP) -> Mag + 40% (120 AP)
    > BAHAMUT:   Mag + 60% (learned)
    Other ways to boost magic stats:
    Equip "Mag Bonus" from one of the GFs early on in the game. Siren
    can learn it, and Cactuar comes with it learned. Mag Bonus is an 
    awesome ability that earns you an extra point in Magic every
    time you level up. If you get this ability at level 20, your magic 
    stat will be uppened by 80 points when you are at level 100.
    Another way would be to find and use "Mag ups". Each Mag Up will raise
    your magic stat by one point. These items are rather hard to find,
    so I suggest using the above methods. If you have tons of money (I
    mean TONS), use this:
    1. 10 Spr-J Scrolls -> 1 Hypno Crown (GFAbl Med-RF)
    2. 10 Hypno Crowns -> 1 Royal Crown (Tool-RF/GF Abl Med-RF)
    3. 10 Royal Crowns -> 1 Mag Up
    Each Spr-J Scroll costs 10,000 gil, so the cost for 1 Mag up is
    approximately 10 million gil. Impossible.
    Anyway, you can reduce your costs by equipping the "Familiar" ability,
    that way you can buy Hypno Crowns straight from Esthar pet shop for
    20,000 gil. That way each Mag Up will "only" cost 2 million gil.
    Ok, not practical in my standards, but you're welcome to try.
    You can use Bahamut's AbilityX4 (or use a Rosetta's Stone to teach
    any GF this ability) and junction Mag + 20%, Mag + 40% and Mag + 60%. 
    (Leaving one for speed) This combined with Mag Bonus, junctioning, 
    etc. should be more than enough to bring Rinoa's magic stat up to 255 
    if you're at a decent level.
    For HP, junctioning 100 Full-Lifes will be your best bet. It raises
    your HP by 4,000 points and gets you pretty close to max HP at high
    For speed, junction 100xTriple will boost your speed stat a whopping
    70 points. Very useful. Good thing is, Triple is not an offensive 
    magic, so it will not tamper with Rinoa's continuous casting of Meteor.
    But you might want to use the Triples on her Magic stat, which is
    priority. I don't recommend using any speed boosters unless your Magic 
    is maxed out (or at least really high - 180+) and you still have ability 
    spots left over. Magic is more important here. 
    Speed IS very important if you are using this trick on battles against 
    bosses like Omega weapon. You won't have a second to waste. What I 
    suggest for such battles is this. Take Rinoa and two other (hopefully 
    speedy) characters. Have one of them cast Aura on Rinoa in the beginning 
    of the battle, and the other cast Meltdown on the enemy. Then quickly 
    switch to Rinoa and cast Angel Wing. Whoever's (besides Rinoa) turn 
    comes next, quickly cast haste on Rinoa. What you do next with the other 
    two characters is unimportant. Make sure one of them has the Recover 
    ability, and if you get a chance, use their limit breaks.
    The last thing you might need is rather debatable, and that is LUCK.
    I'm not 100 percent totally sure if luck affects the damage and/or
    magic being used. In this case, it doesn't matter since you are only
    using Meteor, and it deals great damage regardless of how high the 
    luck stat is. Even if your Rinoa have more than one type of magic in
    her inventory, the easiest way to disallow low level magic being 
    casted is simply to TAKE THEM OUT. Luck is mostly good for random
    limit breaks like Angelo Combine. We've taken the randomness out of
    Angel Wing, therefore luck is not necessary. :)
    Omega Weapon is the most challenging boss in Final Fantasy VIII.
    He is located in Ultimecia's Castle and is optional. To fight him,
    have your second party pull the rope in the art gallery, and you'll
    have about 50 seconds to switch to your main party and fight
    Omega. He is right in front of the big organ in the Chapel.
    Omega Weapon is indeed not a pushover boss. He has 1-hit killers,
    is fast, and has over ONE MILLION HP. Moreover, this boss is at
    level 100 no matter what level you're on, so he'll be challenging
    for low level gamers (me included)!
    Actually, if you have invincibility items, such as hero, holy war,
    or somehow get invincible moon to come out, Omega is a piece of
    cake. But the challenge is to defeat him withOUT these things,
    and that is why this mini-guide is here. Assuming you will ultilize
    Angel Wing (since this is an Angel Wing FAQ after all...), I would
    recommend Squall, Rinoa, and Zell in your party.
    Omega Weapon uses these moves in order:
    1. Level 5 Death
    2. Forbidden Magic (Meteor or Ultima)
    3. Megido Flame (9998 damage/all)
    4. Gravija (Reduced HP by 3/4)
    5. Terra Break (KILLER)
    6. Forbidden Magic
    7. Light Pillar (9999 damage/one)
    8. Repeat 2 through 7
    In addition, he uses Ultima and physical attacks randomly through-
    out this sequence above, and sometimes he does not follow it
    Defend will be one of the most important command abilities in this
    battle. You may not have used it before, but it really comes handy
    here. It will block Omega's ultimate attack - Terra Break, which
    is a sure-fire killer if you do not use Defend or an invincibility
    Most people consider invincibility items cheating, so Defend is
    your best bet. Only two GF's can learn this ability, and those are
    Cactuar and Brothers. You can have two characters with Defend, but
    not Rinoa because you can't control her with Angel Wing on anyway.
    For me, I only had one person with Defend because I accidentally
    junctioned Jumbo Cactuar to Rinoa and taught him Mag + 60%. I still
    managed to beat Omega, so it shouldn't be too hard.
    Omega Weapon's Attack Sequence Description:
    1. Omega always casts Level 5 Death first (Unless he uses a
       physical attack beforehand), so if any of your characters are
       at a level that's a multiple of 5, junction 100 x Death to
       their status defense. He only uses this attack once, for all
       I know, but you do not have time to bother with reviving
       characters in the beginning of this battle. It should be a
       "freebie" time to set them up.
    *Character set-up:
       Whoever's turn comes first, cast Triple on the NEXT available
       person. When the second person's turn comes, cast 3 x Aura.
       The third person should cast Meltdown on Omega. It will double
       if not triple all damage done. If the fourth turn is the person
       with Triple, cast 3 x Haste, if not, use limit breaks.
    2. His next attack is usually Meteor. After this attack, fully
       heal anyone whose MAXIMUM HP is 9,999. Don't bother with
       anyone else, because they'll die next round anyway. After
       that just QUICKLY hit Omega with limits.
    3. This time Omega will use Megido Flame. Those who has less than
       9,999 HP will die. If you have one character left and he/she
       has Triple, revive the other two with LIFE (or Full-life if it's
       not junctioned). If he/she does not have Triple, use Phoenix
       Pinion or Mega Phoenix. The person with the Recover ability
       should try to recover as many people as possible as soon as 
       revived. Place everyone else on limit breaks immediately.
    4. Omega's next attack is usually Gravija, but I've seen him use
       Ultima and physical attacks as well. If you've recovered enough
       people (at least 2), you'll be fine. Gravija can't kill you
       so don't worry. Don't bother reviving any dead people at this
       point UNLESS they have the Defend ability. From here on, those
       with the Defend ability should defend OVER and OVER again until 
       Omega's Terra Break. I don't care how many turns you lose here, 
       as this is the worst careless mistake one could make, NOT to 
       defend on time. The other person(s) without Defend should execute 
       limit breaks and not bother with healing. They'll die next turn 
    5. Terra Break. If you defended you should be fine. Those who don't
       have Defend will die, so revive and recover as many as possible
       since Omega will probably use Ultima next. If you're lucky he
       will do some pathetic physical attacks here. Take the time to do
       limit breaks!
    6. You should survive Ultima if you've recovered enough people.
       Omega will usually use Light Pillar seconds, if not immediately
       after Ultima, and someone will die. It can't be helped so don't
       bother. When you get another turn revive the dead and recover
       if possible, so you can survive the next forbidden magic spell
       (probably Meteor).
    7. At this point, you should continue the strategy written out
       above from step 2 on. If your stats are decent, you shouldn't
       need more than 20 turns to defeat Omega.
    - The biggest mistake I've seen and heard people make is that they
      get cocky when Omega seems like he's not doing anything, and use
      limit breaks when they should be defending. DO NOT DO THIS. Defend
      when you should! 10 turns if you must. That way you are guaranteed
      to SURVIVE at least.
    - Use limit breaks. Forget everything else. Forget drawing, GF's,
      etc. They are USELESS. Together, Zell, Rinoa, and Squall's limit
      breaks (provided your stats are high enough) can do an average of
      150k to 300k damage per turn. Of course most of the time not all
      3 can execute their limit breaks at once, but you get the picture.
    - Speed is a pretty important factor. Not just speed of the ATB bar
      movement, but how fast you can select commands. Know where each
      command is located! A 1-second delay could mean Omega has executed
      Terra Break on 3 undefended characters. Ouch!
    - Someone should have the Recover ability. Searching for Curagas
      in your magic inventory is a waste of time.
    - DO NOT GIVE UP. Sometimes Omega executes two attacks in a row,
      leaving you with no time to heal/revive/defend, etc. That is
      just bad luck. Try again and he might not to this.
    My three attempts of beating Omega Weapon are listed below. These
    are for fun only! My first two were failures, but on my last try
    I finally succeeded. My goal was to defeat him at Level 7 (Squall)
    without using invincibility items.
    This is my ultimate "Low-level" game! Everyone's at their original
    Note: Status/Elemental Attack and Defense are irrelevant.
    Level: 7
    HP:    5286/5286
    EXP:   6993p
    NEXT:  7p
    HP  100 x Full-Life  5286   
    Str 100 x Ultima     255    Spd  100 x Triple  127
    Vit 100 x Meltdown   86     Eva  n/a           12%
    Mag 100 x Holy       51     Hit  n/a           255%
    Spr  97 x Curaga     68     Luck n/a           16
    Command    | Ability
    *Attack    | *Str + 40%
    *Recover   | *Spd + 40%
    *Item      | *Str + 60%
    *Magic     |
    GF's Junctioned
    Level: 11
    HP:    5453/5453
    EXP:   10719p
    NEXT:  281p
    HP  100 x Full-Life  5453   
    Str 100 x Haste      47     Spd  100 x Float   38
    Vit 100 x Curaga     70     Eva  100 x Meteor  15%
    Mag 100 x Triple     187    Hit  100 x Double  144%
    Spr 100 x Reflect    81     Luck  58 x Aura    40
    Command    | Ability
    *Attack    | *Mag + 20%
    *Magic     | *Mag + 40%
    *GF        | *Mag + 60%
    *Item      |
    GF's Junctioned
    Level: 8
    HP:    9999/9999
    EXP:   7918p
    NEXT:  82p
    HP  100 x Full-Life  9999   
    Str 100 x Ultima     248    Spd  100 x Triple  91
    Vit 100 x Meltdown   85     Eva  100 x Tornado 21%
    Mag 100 x Flare      50     Hit  100 x Double  139%
    Spr 100 x Death      62     Luck 100 x Pain    55
    Command    | Ability
    *Attack    | *HP + 40%
    *Defend    | *HP + 80%
    *Magic     | *Str + 40%
    *Item      | *Str + 60%
    GF's Junctioned
    Turn 1: Zell's turn came first, so I cast Triple on Squall.
            When Squall's turn came, I used him to cast Aura on everybody
            (triple). Omega Weapon used Level 5 Death, which missed
            of course. Then Rinoa's turn came and I put her on Angel
            Wing immediately.
    Turn 2: Zell's turn, used Duel and knocked off about 20k of
            damage. Omega Weapon used Meteor which did some damage
            but nothing to worry about. Squall used Renzokuken and
            did 20k damage (no finishing move... oh well). Zell's
            turn came around again, used Duel for 40k damage this
            round. Rinoa uses Meteor and did 20k damage (oops forgot
    Turn 3: Squall used Recover on Zell to prepare for Megido Flame.
            Had Zell use Meltdown this time. Did 237 damage, LOL.
            But that's not the purpose. Rinoa did Meteor again and
            this time knocked off 50k HP. Omega Weapon used Megido
            Flame which killed Rinoa and Squall, oh well, good
            thing Zell had 9,999 HP.
    Turn 4: Now my party has only Zell left with 1 HP. Omega Weapon's
            next move is Gravija, ok nothing to worry about. Uhhh,
            too bad he executed it immediately. His next move is Terra
            Break! So I had Zell quickly revive Squall (using Life, so
            Squall can use his limits). But ARG! Omega Weapon used one
            physical attack and killed him. I had Zell defend for the
            next few turns of course.
    Turn 5: Ok, Terra Break time, oh how fun. Good thing I had Defend.
            0 damage all the way through! Woo hoo! Ok, I revive Squall
            again after Terra Break. Omega Weapon tried physical attack
            again but of course, 0 damage. But then when Squall's revived
            he used Ultima and killed both of them. Game over!
    Attempt 1: Failed.
    Turn 1: This time Squall's turn came first, so I cast Triple on Zell
            (may be a better idea). Omega Weapon uses Level 5 death, miss.
            Zell uses Aura on everyone, and I put Rinoa on Angel Wing.
    Turn 2: Squall uses Meltdown on Omega for about 200 damage! Yay! Then
            Rinoa's turn came and does 50k damage. Squall's Renzokuken is
            next and does close to 40k damage (no finishing move...) Zell
            uses Duel, no tell how much damage there... may be 100k! Omega
            doesn't use anything this turn.
    Turn 3: Rinoa's turn first. Meteor, 50k. Squall's Renzokuken does
            about 40k again... (WHERE are those finishing moves?) Zell
            does Duel, 100k damage or so! Lots of critical hits. At this
            point we've damaged about 380k damage to Omega, but he has
            over 1 million HP! Omega Weapon uses Meteor immediately after
    Turn 4: That cheater! He used Megido Flame a second after he used
            Meteor. Game Over...
    Attempt 2: Failed
    Turn 1: Squall used Triple on Zell, who cast Aura on everyone.
            Omega Weapon decided to use a physical attack and hurt
            Zell by about 2k HP, not much. I put Rinoa on Angel
    Turn 2: Squall's turn came and used Renzokuken. Oops forgot to
            cast Meltdown! Zell used Haste on everyone. Then Omega
            used Level 5 death and missed. Squall's turn came again,
            Renzokuken, did about 30k.
    Turn 3: Zell uses Meltdown on Omega, finally. Arg! It didn't
            work. Rinoa uses Meteor, only 20k because of that.
            Then Squall's turn came and he used Meltdown again.
            This time, it worked. Zell does Duel for 50k, not bad.
    Turn 4: Rinoa uses... ULTIMA? What the? Oh I forgot to unjunction
            it, oh well. Only 9,999 damage this time. Omega uses
            Meteor. Zell uses Duel, but I messed up and only did like
            30k, grr! Squall uses Recover on Zell seeing what's
            coming up next...
    Turn 5: Rinoa starts up with Meteor, good, about 50k damage. But
            then Omega uses Megido Flame and kills Squall and Rinoa.
            Now I have Zell with one HP and accidentally did Duel...
            at least it did over 100k damage!
    Turn 6: Zell uses Rebirth Flame and revives other two (but also
            cures Omega a bit), then his turn came AGAIN and used
            Triple Curaga. I put Rinoa on Angel Wing again, and Squall
            used Recover on Zell, and since Gravija comes next...
    Turn 7: Omega uses Gravija, everyone's HP is down. Rinoa's turn
            comes next and uses Meteor (good thing she's not using
            Ultima) for 50k+ damage. Squall uses Recover on Zell again
            and Zell defends himself.
    Turn 8: Terra Break. Zell lives, thank god. Omega uses Ultima
            right after that. Zell didn't die of course since he has
            9,999 HP. He revives Rinoa and Squall. Then Omega uses
            Light Pillar and kills Squall. Rinoa uses Full Life and
            revives Squall.
    Turn 9: Zell starts with Triple Aura on everyone. Omega Weapon
            uses Meteor... Damn he's too fast. Rinoa dies. Zell
            executes Duel again. Only did 50k though. Squall uses
            Recover again. Omega uses Megido Flame and kills Squall.
    Turn 10:Zell starts by using Mega Phoenix. (Wow I'm surprised
            I lasted this long). Good thing Omega didn't get a turn
            yet. Zell's turn again, used Triple Curaga. I put Rinoa
            on Angel Wing, and Squall used Recover on Zell again.
            Omega will probably use Ultima or Gravija next.
    Turn 11:Weird. Omega starts by using Physical Attack on Zell.
            I put Zell on Defend. Omega uses Physical again, this
            time on Squall, who's now in Critical condition, so
            I use Squall to cast Renzokuken, about 45k... Rinoa's
            turn came next, she used Meteor and did 50+k again.
            Good round.
    Turn 12:Omega Weapon uses Physical Attack on Rinoa, but she
            still lives, haha! Her turn comes next and executes
            Meteor for 50+k damage again. Zell, defend again. Squall
            uses Renzokuken for 45k again. (Do I ever get finishing
    Turn 13:Wow, still in the fight. Omega didn't do anything yet
            before Rinoa does Meteor for yet another 50+k. Great.
            Squall uses Renzokuken (sound familiar again?) This time
            he does a FINISHING MOVE! Yay! Fated Circle. Altogether
            he did about 60k this time. Zell, defend again, in case
            Omega uses uh... Terra.
    Turn 14:Omega uses Physical attack on Zell and does 0 damage!
            So far we've done Omega about 600k damage, about half-way
            through! Omega then uses Gravija. I'm guessing Terra
            Break's next, so Zell on defend again as usual. Squall
            executed Renzokuken, 45k, then Rinoa uses Meteor for
            another 50k+. (about 53k to be exact.)
    Turn 15:Well, he finally does Terra Break this round. Zell is
            the only one alive, oh well. Only one Phoenix Pinion
            left, so use it I guess. Phoenix Rebirth heals Omega 
            a bit and revives the other two. Squall QUICKLY uses
            Recover on himself, and Zell, Aura on himself. Rinoa
            is on Angel Wing again by the next round.
    Turn 16:I tried to Recover Rinoa but she was killed by Omega's
            physical attack, so Zell got cured, oh well. Zell uses
            Duel, don't know how much that did, but about 100k.
            (Had 9 seconds this time!)
    Turn 17:Omega uses Ultima and kills Squall, so Zell had to
            do Triple Life. It's either Meteor or Megido Flame
            next. Squall uses Recover on Zell. Oh good, full HP
            for Zell again. Zell uses Duel and knocks off about
            150k this time! Lots of criticals there. Rinoa goes
            on Angel Wing again.
    Turn 18:What turn 18??? Guess what? Omega Weapon's DEAD!
    Attempt 3: Success! Killed Omega at Level 7 without invincibility
    This is just something I found cute. The organ in Ultimecia's 
    is, of course, used for the sole purpose of opening the prisoner
    bars, but you can also play stuff on it. For example, Eyes on
    Press these buttons (in order) on the organ:
    L2 R2 R1 L1 R1 L1
    L1 R2 R2 L2 R1 R1 L1 L1
    If you know the tune of Eyes on Me, at least a little bit, you
    should know when to press what to make it sound right. Too bad
    the organ has so much of a carryover sound, or else it would be
    much better!
    Forbidden Magic:    Ultima, Meteor
    Non-Elemetal Magic: Flare, Demi, Holy
    Part A: From Enemies
    Drawing spells from enemies is probably your best bet to stock up on
    rare magic. Before you go into battle, make sure your MAG stats are
    high. The higher they are, the more spells you'll be able to draw from
    your enemy. 
    If your MAG stats are high enough, you can possibly draw 9 spells 
    (maximum) per turn, thus requiring only 12 turns to draw 100 spells 
    per character. This is ESPECIALLY important if the enemy you are
    fighting is a boss (Such as Ultima Weapon) and will not appear again.
    Requirement Note: The numbers presented are the levels the -enemy-
                      must be at, NOT you. Since the enemy's level usually
                      differs from yours, use Scan ability to check. If
                      you are at low levels, use Tonberry's LEV UP ability.
    Abadon              Flare                L30+
    Bahamut             Flare                N/A
    Behemoth            Flare                L40+
    Catoblepas          Meteor               N/A
    Diablos             Demi, Holy           N/A, L30+
    Edea (2nd round)    Demi                 N/A
    Jumbo Cactuar       Demi                 N/A
    Krysta              Holy                 N/A
    Lefty               Demi                 LV30+
    Malboro             Demi                 LV20+
    Mobile Type 8       Flare                N/A
    Omega Weapon        Flare, Holy, Meteor  N/A
    Red Giant           Demi                 N/A
    Ruby Dragon         Demi; Flare; Meteor  L35+, L45+
    Sorceress (c)       Flare; Holy          N/A
    Tiamat              Flare                N/A
    Torama              Demi                 N/A
    Tri-Face            Flare                L30+
    UFO                 Demi                 N/A
    Ultima Weapon       Ultima               N/A
    Part B: Regular Draw Points
    Regular draw points are found in towns, caves, etc. They are 
    sometimes visible, and sometimes not. There are very few draw points 
    for desirable magic in this section, and they are not to be relied 
    on. I suggest drawing magic from enemies (Part A) and world map
    draw points (Part C) for the majority portion of your magic stock.
    Notes: If a draw point is hidden, you will need to equip Siren's 
           Move-Find ability in order to draw from it. If it is unseen,
           then that means it is hidden behind something, like a
           cupboard, machine, etc. Be prepared to search.
    MAGIC       DRAW POINT LOCATION              NOTES
    Demi        Balamb Garden: Cafeteria         Hidden
    Ultima      FH: Mayor's House Upstairs       Unseen
    Holy        White SeeD Ship: Cabin           N/A
    Meteor      Great Salt Lake: High Ledge      Hidden
    Flare       Esthar: Dr. Odine's Lobby        N/A
    Meteor      Lunar Base: Ellone's Room        Unseen
    Meteor      Lunatic Pandora: Staircase       N/A
    Holy        Lunatic Pandora: Crystal Halls   N/A
    Ultima      Lunatic Pandora: Crystal Halls   *
    Flare       Ultimecia's Castle: Outside      Hidden
    Meteor      Ultimecia's Castle: Terrace      Hidden
    Ultima      Ultimecia's Castle: Armory       Hidden
    Holy        Ultimecia's Castle: Vault        N/A
    Ultima      Shumi Village                    5000 G
    Ultima      Deep Sea Deposit                 N/A
    * The Ultima draw point in Lunatic Pandora requires you to 
      pick up the first "Old key" item as Laguna during the
      excavation scene in order to become accessible as Squall.
      It is also hidden.
    Part C: World Map Draw Points
    World map draw points are all hidden, even with the Move-Find
    ability. While this makes finding them difficult, it's absolutely
    worth it. There are many places on the world map to draw rare
    There are two particularly important places - the Island Closest 
    to Heaven and the Island Closest to Hell. I've drawn the maps for 
    these two places as accurate as I could. I'm not an expert at 
    drawing with slashes and underscores, so please, use them as a 
    reference only, not as exact maps. I've noted ALL draw points 
    on these islands because the spells on these islands are 
    extremely valuable for the most part, even though they may not
    be what we are looking for.
    The spells on these islands recover very fast. So come back and
    check on them frequently. Usually a side quest is long enough for
    most of them to be drawn from again.
    I suggest equipping Diablos' "Enc-None" ability before you tackle 
    these islands. Otherwise you will get into a random battle about 
    every four seconds, which can become frustrating and slows your 
    process of stocking magic tremendously.
    For world map draw points in other areas, I will describe its 
    relative location to the best of my ability, but be prepared to
    search around a bit.
    - C1: Island Closest to Heaven
    - C2: Island Closest to Hell
    - Ce: Other Locations
    Location: Northeastern-most island on the world map. Near a 
              Chocobo Forest on the Esthar continent.
                   /     /
                  /  8 9/
    /^^^^\   /~~~~     / 
    \  1  \_/   5     a\ 
     \2    4       6    \
      \_3      b    7   e\
        \_c               |
          \_       d     f\
            \g             |
             \h   i   r    \
              \             |
               \j         q  \
                \k  l  m     |
                 \__     o    \
                    \ n/~~\    | 
                     ~~    \  p\
    Draw Points KEY C1
    1. Tornado    b. Quake      l. Flare
    2. Triple     c. Meteor     m. Aura
    3. Full-Life  d. Holy       n. Triple
    4. Quake      e. Aura       o. Full-Life
    5. Meteor     f. Holy       p. Ultima
    6. Flare      g. Tornado    q. Meteor
    7. Flare      h. Triple     r. Ultima
    8. Holy       i. Full-Life  
    9. Aura       j. Tornado    
    a. Ultima     k. Quake
    Location: Southwestern-most island on the western continent
              where Galbadia, Deling City, Dollet, Winhill, and
              Timber are located. Near Galbadia Missile Base.
                     _/  \
                    /    |
                   /h  i/ 
                  /    /
                 /f g |    /\  __
                /e    \___/  \/ n\__
               /        j     m   o/
              /    d              |
             /   c    k   l      p/
            /b    /~~~\   /~\q   /
           /    a/     \  |  ~~~~
          /8    9|      |r\
         /       /      | /
        /5   /\7/      /s /
       |   6/  ~      |t u\
      /    /          |   |
      |   |          /v  w|
     /3  4/          ~~~~~
     |   /
    / 2 |
    |  /
    Draw Points KEY C2
    1. Meteor     b. Aura       l. Meteor     v. Triple
    2. Holy       c. Triple     m. Triple     w. Full-Life
    3. Aura       d. Ultima     n. Ultima
    4. Ultima     e. Ultima     o. Flare
    5. Triple     f. Flare      p. Aura
    6. Full-Life  g. Aura       q. Triple
    7. Holy       h. Holy       r. Full-Life
    8. Meteor     i. Meteor     s. Aura
    9. Meteor     j. Full-Life  t. Holy
    a. Triple     k. Ultima     u. Flare
    C2: Other Locations
    Make sure you have some TIME on your hands before attempting to find
    these vague locations. I suggest skipping this section altogether
    unless you are in DIRE NEED for spells and you've drawn from all the 
    enemies and other draw points you could find.
    Holy           Very close to Edea's House
    Demi           Southern beach at Northeastern Centra.
    Flare          Near Esthar Airstation, where the ocean
                   pushes into land the most.
    Ultima         Very close to Tears' Point.
    Holy           Southeastern beath on the peninsula
                   where Sorceress Memorial is located.
    Meteor         Northwestern beach on the peninsula
                   where Sorceress Memorial is located.
    Ultima         Northeastern portion of Esthar
                   continent, near the middle where there
                   is a small peninsula.
    Meteor         Northeastern portion of Esthar
                   continent, tip of top peninsula.
    Flare          A bit to the left of Trabia Garden.
    Flare          On the small peninsula to the left of
                   Trabia Garden.
    Ultima         A bit to the right of Winhill.
    Below are some common questions about Angel Wing, and answers. If
    I'm not absolutely sure about an answer, I will post it.
    Q: Can you cast Double/Triple on Rinoa when she's in Angel Wing?
    A: NO, unfortunately not. I WISH she could use 3 Meteors in a role,
       but she can't. Even though she DOES use magic, technically Angel
       Wing is a LIMIT BREAK, which is equal to a physical attack, not
       magic. Double/Triple only works on magic. Though the idea is nice.
       She would totally dominate the world then!
    Q: Does spell selection have a certain pattern?
    A: No. Each spell has a particular percentage chance of being casted,
       depending on probably many factors and changes every time. It
       does not come in a certain pattern. Many times I see Rinoa casting
       the same spell over and over again. I have some common behaviors
       listed in Section III. Please see it for more information.
    Q: My Rinoa is using [Insert spell name] over and over again! How do
       I fix this?
    A: Remove her entire stock of that spell you don't want her to cast
       from her inventory, and she won't use it ever again.
    Q: Can Rinoa exceed the maximum damage (9,999 HP) barrier with Angel
    A: Technically, no. If she could, I'm betting Ultima would do more
       than 30,000 damage. But there's a much better way. Use the Meteor
       trick described in Section V and she'll do more on average 60,000
       damage per turn. It's certainly worth a try.
    Q: Do I have to get Rinoa's ultimate weapon or other items in order
       to use the Meteor trick?
    A: NO! And that's what's so great about this. You don't have to worry
       about weapons, items, mugging, whatever. You get this limit break
       automatically in disc 3, and all you need are some Meteors and GF
       abilities. If you're playing a low-level game, this is perfect for
       you. For any other high-damaging attack, you'd have to go through
       a ton of trouble, like turning enemies into cards and modding them
       into required materials, etc. etc. This one is the easiest trick
       I know!
    Q: What if I still have a question?
    A: You can email me. HOWEVER, only questions about Angel Wing! I don't
       know enough to be of help about any other limit break, Angelo Combine 
       included. I will try to answer any additional questions about Angel
       Wing that you may have. Though if it's not in this guide, I probably 
       don't know either. But feel free to ask, since I'm always researching.
       On one condition - you have to give me permission to post your 
       question on this FAQ if too many people asks it. That's not too much
       to ask, is it? My email is <iiisherry@aol.com>. NO IM's PLEASE! My
       computer can't take much of it.
    Ok, it's time to close this guide up. Playing FF8 was fun, and making 
    this guide was great. I certainly hope this will help you on your journey 
    in Final Fantasy 8, as Angel Wing is truly an interesting and useful
    limit break. If any of my information is incorrect, let me know and I'll
    check it up. The information in Section III was based on MY test results
    only and may not work the same for you. Please don't ask about those.
    They serve only as a hypothetical figure as the probable range.
    This guide was written for personal use only and may not be commercially 
    distributed by any means. I do give permission to post the guide 
    anywhere as long as it's not sold for money, and please don't claim it 
    as yours. I also ask that you post this guide IN ITS ENTIRETY, including 
    CREDITS. This is because this guide was not my effort alone. I had the 
    help of some very nice people, and that's what made making this guide a 
    possibility. So please give them credit! Thanks!
    Due to spammers, email addresses of these people shall not be given
    out. Privacy is important! If you need to talk to them and they are
    on Gamefaqs, seek out their profile. If they are not on Gamefaqs,
    sorry, I can't help you.
    >   Final Fantasy VIII is made by SquareSoft Inc. I thank them for 
        making this great game, or else no FAQ or fun shall exist!
    >   Sony Playstation 1 and 2 are made by Sony... duh. They're great
        consoles, keep it up!
    >   GF Ability info, stats, maps, draw points, etc. comes from the 
        Final Fantasy VIII official strategy guide by David Cassady. 
        It was a lot of help, thanks!
    >   Fellow FF8 Gamefaqs board member Hooloovoo22 suggested the Meteor
        trick to begin with, and that's why I ended up writing this FAQ.
        Thanks so much!
    >   The Admiral and TripleMeteor (both Gamefaqs members) posted a
        LOT of helpful information. Many thanks to them!
    >   Thanks to IkariWarriorKH for helping me A LOT and testing for
        patterns, errors, etc. Thanks very much!  
    >   Other board members who helped are silent striker 29, mathfreq,
        and OmniFreak85. Thanks for your time!
    >   Rocky, Katie, and those other FF8 fans for testing recommendations 
        in my FAQ and checking to see that they are mostly accurate!
    >   Thanks to Meghan for proofreading this entire document!
    >   Thanks to Gamefaqs user Trepie, who corrected a bunch of grammer
        mistakes for me!
    From 1.1 to 1.2
    - Added section on Omega Weapon
    - Updated some stat boosting strategy
    - Corrected some incorrect information
    - Discarded impossible strategies
    From 1.0 to 1.1
    - Added section on where to draw forbidden magic
    - Updated newly gained information in numerous sections
    - Corrected some incorrect information
    - Corrected some grammer errors
    - Disgarded certain controversial information
    - Added to credits
    The End! Thanks for sticking with me! Good luck in FF8.

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