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FFVIII · Esthar

Final Fantasy VIII · walkthrough

Esthar

Story mode. Written for a first playthrough and kept free of spoilers — it will not tell you what happens here, only what the game is asking of you.

5 things here are lost permanently, and 2 more you can get another of later. Everything below is worth taking as you pass it. The completionist tab lists every one of them with the exact moment it stops being obtainable.

A very large city on several levels, connected by moving walkways, with more shops in it than everywhere else in the game put together.

Two pieces of advice before anything else, because both are easy to walk past.

Walk into every single shop

There is a Guardian Force ability that lets you call up shops from anywhere in the world — but only shops you have physically been inside.

This is the last city in the game. After this the world stops having towns in it. Any shop you do not walk into here is a shop you never see again.

Sources disagree slightly on whether one particular restaurant counts. Walk into that one too and stop worrying about it.

Buy the things that are actually rare

  • Two pet magazines at the pet shop — one teaches the dog the item-finding command this guide keeps telling you to have equipped.
  • A combat magazine from a soldier in the city. Important: three sources say you have to talk to him once and then come back during the timed sequence later. If you speak to him and walk away, you may have lost it.
  • A rare ability item from a shop that appears to be closed. Keep trying it. Five sources say it eventually gives way, and what it gives you is the upgrade that lets a Guardian Force carry four abilities instead of three.
  • The last issue of the occult magazine, in the palace.

Play cards with everybody

The palace holds three separate card opponents, and one of them has what is probably the best single card in the game — it refines into three copies of an item that each refine into a hundred castings of the game’s best support spell.

Guides disagree about whether you play that person here or later aboard the airship. Try here first. If he is not here, he will be there.

Do not accept any offer to mix card rules into this region. Three separate guides warn about it. One source adds that this region has a rule which does not show up on the rules screen at all — so if the game starts behaving in a way the rules do not explain, that is why.

The site to the east

There is a place east of the city, past a lake, with a ring on the ground. Pick it up.

Used from the item menu with the right materials, it summons a Guardian Force you cannot get any other way. You need six each of three different items — two sources agree exactly on which three.

There are also two draw points there, and unusually for this game, every source agrees on where they are.

The chase

At some point you will be put on a twenty-minute timer with something crossing the city.

There are three chances to intercept it — roughly at fifteen minutes remaining, at ten, and at three. Take the first one. Four sources agree on the timings and all four recommend the first, and one points out that eight minutes is more than enough to get there even without an encounter-suppressing ability equipped.

The combat magazine above is collected during this window.

The thing worth farming

There is a large enemy that appears at a fixed point in the city, and it drops the material used to build several of the ultimate weapons.

Mug it rather than killing it. This is our own finding and it is not in any guide: what this enemy drops changes depending on your party’s level, and above a certain point it stops dropping the thing you came for entirely. What it gives to a Mug does not change. So mug it, every time, and you get the material regardless of where your levels are.

It is immune to Gravity and takes double damage from Wind.

Game Notes

The shop thing is the meanest piece of design in the game and almost nobody notices it until it is too late.

Here is the shape of it. There is an ability that lets you shop from anywhere. It sounds like a pure convenience — no more walking back to town. What it actually is, is a snapshot: it remembers the shops you visited, and nothing else.

So the reward for exploring the world thoroughly is delivered to you hours later, in a part of the game where the world no longer exists. And the punishment for not exploring is delivered at exactly the same moment, in exactly the same way, and it is silent. There is no message telling you which shops you missed. There is just a shorter list than somebody else’s.

I find that genuinely admirable and slightly unfair, which is roughly this game’s whole personality. It does not hide things behind difficulty. It hides them behind whether you were paying attention at the time — and it never tells you afterwards what you were not paying attention to.

That is the fourth or fifth time I have written a version of this sentence in this guide. At some point it stops being an observation about a particular missable and starts being the thing the game is about.

Worth doing on a first run

Nothing here needs tracking on a story run.

How this page was made

Researched across 2 community walkthroughs and written from scratch — no source’s wording appears here.

How we decide what to print