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Card Mods & Item Refinments - Disc 1 (Fire Cavern)

Windmill Tornado Magic

This page covers Card Mods and Item Refinements which become available shortly after defeating Ifrit in the Fire Cavern during Disc 1. How much of this you would actually like to do is entirely up to you - you could probably spend a dozen hours playing Triple Triad and still not have enough items to fully Junction everyone.

The most important magic to try and get from this list is Tornado for Squall since it'll Junction to his Str stat. If you can get Flare that would be even better but chances are you won't win enough Ruby Dragon Cards for this.

If you don't plan to use Quistis you will want to completely ignore getting the Blue Magic items for her Limit Breaks. Most of them are pretty powerful, especially for this stage of the game... But there's no use in getting any of them if you don't plan to use them.

 

 

Card-Mod Blue Magic Items for Quitis Limit Breaks

Gesper Card: Black Hole (Teaches Degenerator)

Malboro Card: Malboro Tentacle (Teaches Bad Breath)

10x Ruby Dragon Card: Inferno Fang (Teaches Fire Breath)

10x Behemoth Card: Barrier (Teaches Mighty Guard)

SAM08G Card: Running Fire (Teaches Gatling Gun)

Fastitocalon Card: Water Crystal (Teaches Aqua Breath)

Creeps Card: Coral Fragment (Teaches Electrocute)

Gayla Card: Mystery Fluid (Teaches Acid)

Tri-Face Card: Curse Spike (Teaches L?Death)

Caterchipillar Card: Spider Web (Teaches Ultra Waves)

 

If the format below looks like gibberish to you, the words in parentheses are the GF Ability that you will want to use on the items that the cards generate. So, let's break it down real easy...

(F Mag-RF) is an ability learned on Ifrit for 30 AP. It allows you to refine items into Fire Magic. You can find it in Menu under Abilities once it's learned.

Card Mod is an ability learned on Quezacotl and this is technically the first step in ALL refinement processes. You can use this on any card in the game to turn it into item(s).

When you see something like this:

(F Mag-RF) Bomb Card: Bomb Fragment - 20x Fira
(Ability) Name of Card: Item it refines into - Magic from using (Ability) on the item

F Mag-RF is the ability you will want to use on the Bomb Fragment once you've broken it down from a Bomb Card using Card Mod. For those of you still confused, if it makes you feel better you can basically just go through all of your cards, Card Mod them all (except rare cards) then go through the GF Abilities one by one and turn those items into Magic.

You don't have to actually know which cards turn into what like this page shows.

 

Note: Don't just turn every item you have into Magic, you'll fill up on spells too quickly and you'll end up having to delete some. For more information on which Junctions are the best I recommend you check out my Final Fantasy 8 Junctions Guide.

 

Magic Refinement

(T Mag-RF) Abyss Worm Card: Windmill - 20x Tornado

(F Mag-RF) 10 Ruby Dragon Card: Inferno Fang - 20x Flare

(I Mag-RF) Snow Lion Card: North Wind - 20x Blizzaga

(T Mag-RF) Blitz Card: Dynamo Stone - 20x Thundaga

(F Mag-RF) 3 Hexadragon Card: Red Fang - 20x Firaga

(I Mag-RF) Fastitocalon Card: Water Crystal - 50x Water

(T Mag-RF) Thrustaevis Card: Shear Feather - 20x Aero

(F Mag-RF) Bomb Card: Bomb Fragment - 20x Fira

(I Mag-RF) Glacial Eye Card: Arctic Wind - 20x Blizzara

(T Mag-RF) Creeps Card: Coral Fragment - 20x Thundara

 

Note: If you don't think you're going to Junction the magic, don't waste the item. You can use many of these items to upgrade character's weapons at Junk Shops throughout the game.

 

 

Return to Fire Cavern Walkthrough

Return to Balamb Garden (Part 2) (Disc 1) Walkthrough

Return to Timber Walkthrough

Return to Dollet (Part 2) Walkthrough

 

Return to Final Fantasy 8 Guides Index