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FFVIII · The Far Islands

Final Fantasy VIII · walkthrough

The Far Islands

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.

1 thing here is lost permanently. 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.

Three separate things out on the edges of the world map, all of them needing the airship, none of them on any deadline. You can do all of this on the last disc if you would rather.

The two islands

One is out east, one is out west, and both are carpeted with draw points holding the best magic in the game — Ultima, Holy, Meteor, Flare, Aura, Triple, Full-life, and on the eastern one, Quake and Tornado as well.

Roughly fifty draw points across the two. Nobody agrees on the exact number; the counts published range from eighteen to thirty-five for a single island. It does not matter — walk the coastline mashing the confirm button and you will find them.

Two things to know before you go:

The monsters here are extremely dangerous. Six sources say they are fixed at level 100 regardless of how strong you are. Bring something that stops random encounters and use it.

You will not fill up in one trip. Even with a very high Magic stat, expect only two to five spells per point. Stocking a hundred of everything takes several visits with time in between for the points to recharge.

The two islands are built as opposites, and the useful half of that is: the western island’s monsters can be hit with status effects and the eastern island’s cannot.

One thing no guide mentions: the monsters out here carry the same spells the points do. The red dragons hold Flare and Meteor once your party is past level 45, and the big plant holds Quake past level 30. If you are high level and willing to fight, you do not have to wait for a point to recharge.

Cactuar Island

A small desert island with a big green thing sticking out of it.

This is the most useful place in the game if you are managing your level, and here is why in one line: the little cactuars give 20 ability points and 1 experience.

That is the same ability-point payout as a boss, with effectively no levelling attached. If you are trying to stay low-level — and this game rewards that more than most — this island is how you get your Guardian Forces their abilities without growing out of the content.

The big one is a fight rather than a random encounter; it surfaces on the world map and you have to run into it before it goes back under. It takes triple damage from Water, and it will run away once you get it low, so do not chip at it. Finish it.

One more thing, from a single guide and worth obeying: do not Mug it. Mugging stops it dropping the item you came for — and even if that turns out to be wrong, the steal is only cactus thorns, which the little ones on the island give you anyway.

The alien

There are four UFO sightings around the world — near Winhill, on a beach east of Timber, on a small island east of Trabia, and in the desert in the south. Visit all four in any order. You do not do anything at them; they just have to happen.

Then land on the highlands near the chocobo sanctuary and you get a fight.

Then go to the crater on Balamb island where the Garden used to be, and you will meet something small and blue that wants five Elixirs. Bring five, and make sure somebody has the Item command equipped, because it asks five separate times.

Feed it and it gives you a card.

Do not refine that card. It is the only one in the game that no opponent will ever play, which means once it is gone it is gone. Every other card in FFVIII can be won back. Not this one.

Game Notes

Twenty ability points and one experience point.

I have been circling this all guide, so let me just say it plainly here, because Cactuar Island is where FFVIII’s strangest idea becomes a place you can stand in.

In most games, getting stronger and getting better are the same action. You fight things, you level up, your numbers go up, the game gets easier. FFVIII cuts that in half. Levelling makes every enemy in the world level up with you, so it is close to neutral and sometimes worse. What actually makes you stronger is junctioning — and junctioning is powered by abilities, and abilities are bought with ability points.

So the game has two currencies that look like one, and it never tells you they are different.

Cactuar Island is the place where they come apart completely. Twenty of the currency that matters, one of the currency that does not. An enemy that is, in the most literal possible sense, pure progress with none of the cost.

Everything this guide has been saying about level scaling — that it is the headline decision in FFVIII, that it is invisible, that it quietly rewrites what “grinding” means — is sitting on one small island in the shape of two numbers.

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