Something of a prodigy, as far as child-soldiers go, she became a SeeD at the age of 15 (which should indicate just how elite this organization is) and an instructor at 18 (again…). She prides herself on being able to connect with her students, unless they happen to be gunblade-users, in which case she’s basically lost. Her hobbies include acting like a bossy older sister while also being fairly personally indecisive.
Limit Break: Blue Magic
Quistis’s limit break is Blue Magic, which are a variety of attacks (usually mimicking enemy attacks) that she can learn by consuming various items. Gross. Whenever her limit pops up, you’ll be able to choose whichever Blue Magic you wish to use, provided you’ve learned it. The various Blue Magic spells Quistis can learn, their effects, and how to learn them, can be found below:
|Laser Eye||Damages one enemy (base power 40-64).||N/A|
|Ultra Waves||Damages all enemies (base power 27-33).||Spider Web|
|Electrocute||Thunder damage to all enemies (base power 30-50).||Coral Fragment|
|LV?Death||Casts Death on enemies whose level is divisible by 4, 3, 2 or 1 (varies).||Curse Spike|
|Degenerator||Kill one enemy. Works on most non-boss foes.||Black Hole|
|Aqua Breath||Water damage to all enemies (base power 50-100).||Water Crystal|
|Micro Missiles||Gravity attack that deals damage equal to 50%, 75%, 87.5% or 93.75% of target's HP, up to 9,999 damage max.||Missile|
|Acid||Damages and inflict debuffs one an enemy, possibly including Blind, Meltdown, Petrify, Poison and Silence.||Mystery Fluid|
|Gatling Gun||Damages one enemy (base power 60-120).||Running Fire|
|Fire Breath||Fire damage to all enemies (base power 70-120)||Inferno Fang|
|Bad Breath||Inflicts a variety of status effects, possibly including Berserk, Blind, Confuse, Death, Doom, Meltdown, Petrify, Poison, Silence, Sleep, Slow, Slow-Petrify, Stop and Zombie.||Malboro Tentacle|
|White Wind||Restores HP to all party members. Healing amount is equal to the amount of HP Quistis is missing from her current maximum.||Whisper|
|Homing Laser||Damages one enemy (base power 100-250).||Laser Cannon|
|Mighty Guard||Bestows a variety of buffs, possibly including Aura, Float, Haste, Protect, Regen and Shell.||Barrier|
|Ray-Bomb||Damages all enemies (base power 80-110).||Power Generator|
|Shockwave Pulsar||Damages all enemies (base power 150-250), one of the few attacks that can break the damage limit of 9,999.||Dark Matter|
Note: "Base Power" refers to an in-game calculation that determines damage, not direct damage itself. It’s more useful to compare base power to something like Strength or Magic, both of which have a stat range of 1-255, but influence damage, the range of which is 1-9,999.
Now that you know what Blue Magic spells Quistis can learn, it’s time for another handy-dandy table showing you were to find all these items that bestow Quistis with Blue Magic:
|Item||Enemy (Drop)||Enemy (Mug)||Card Mod|
|Barrier||Behemoth||Behemoth||Behemoth Card x10|
|Black Hole||Gesper, Wendigo||Gesper||Gesper Card x1, Diablos Card x1|
|Coral Fragment||Blitz, Cockatrice, Creeps||Creeps||Creeps Card x1|
|Curse Spike||Creeps, Forbidden, Grand Mantis, Imp, Malboro, Tri-Face||Tri-Face||Tri-Face Card x1|
|Inferno Fang||Hexadragon, Ruby Dragon||Ruby Dragon||Ruby Dragon Card x10|
|Laser Cannon||Belhelmel, Elastoid, Mobile Type 8||Elastoid, Mobile Type 8||--|
|Malboro Tentacle||Malboro||Malboro||Malboro Card x4|
|Missile||GIM52A, BGH251F2||Death Claw, GIM52A||--|
|Mystery Fluid||Gayla||Gayla||Gayla Card x1|
|Power Generator||--||Blitz (Lv30+, rare)||--|
|Running Fire||Iron Giant, SAM08G, BGH251F2||SAMO8G||SAM08G Card x1|
|Spider Web||Caterchipillar||Caterchipillar||Caterchipillar Card x1|
|Water Crystal||Chimera, Fastitocalon, Fastitocalon-F, Grand Mantis||Fastitocalon||Fastitocalon Card x1, Fastitocalon-F Card x5|
Shockwave Pulsar: You’ll notice the above list leaves out Dark Matter, which is required to learn Shockwave Pulsar. That’s because this item can be fairly tricky to obtain. First, if you have Chocobo World, good news! Just play that. It’s far easier to find it there than in the actual game. If you’re stuck with just Final Fantasy VIII, however, you’ll need to harvest 100x Curse Spikes, which can be obtained from a variety of sources including as drops from Creeps, Forbidden, Grand Mantis, Imp, Malboro and Tri-Face enemies, by mugging Tri-Face enemies, or by refining Tri-Face cards via Card Mod.
That’ll get you some Curse Spikes, but to get 100x of the things, in a reasonable time frame, there’s a bit of a trick. In the Deep Sea Research Center after you defeat Bahamut you’ll have to descend through multiple floors, expending steam (RSP) units to get to the bottom. Your goal is to make it to a door separating the Deep Sea Research Center from an Excavation Site with Zell in your party and between 10-13 RSP units left, which you can do by following these instructions:
Floor 1: You’ll automatically expend 4 RSP to open the way to Floor 2.
Floor 2: Use the terminal to the right of the stairs and use 2 RSP to open the way to Floor 3.
Floor 3: Use a terminal under the stairs and expend 4 RSP to open a door to the left. Go through the door and use a terminal to recover 7 RSP Return back to the room to the right and use a terminal to the right of the stairs and expend 2 RSP to descend to Floor 4.
Floor 4: Use the terminal to the right of the stairs and expend 1 RSP to open the way to Floor 5.
Floor 5: Use the terminal to the right of the stairs and expend 1 RSP to open the way to Floor 6 - ride the elevator down.
Floor 6: Reach this floor with Zell in your party and between 10-13 RSP (following the instructions above will accomplish this). Pick the dialogue option option Well… Zell’s pretty good with machinery and he’ll end up strong-arming the door to the left without expending any RSP.
This will rouse the monsters in the Excavation Site, and on the first floor of the Excavation Site you’ll find three static encounters with Tri-Face enemies. You can fight these Tri-Face foes, Mug them for Curse Spikes (the higher their level, the more you’ll get), exit the screen and return to do it all over again. There’s even a Save Point here to make the grind easier.
However you manage it, acquire 100x Cure Spikes and refine them (Tool-RF) into one unit of Dark Matter. Gotta be honest, kind of a chore, especially when Irvine, Squall and Zell will do more damage with their limits.
Quistis wields a whip, which is iconic and all, but its stats aren’t terribly impressive in Final Fantasy VIII. Only Zell has a weaker ultimate weapon.
|Chain Whip||M-Stone Piece x2, Spider Web x1||100G||12||103%|
|Slaying Tail||Magic Stone x2, Sharp Spike x1||200G||15||104%|
|Red Scorpion||Dragon Skin x2, Ochu Tentacle x2||400G||20||105%|
|Save the Queen||Energy Crystal x4, Malboro Tentacle x2, Sharp Spike x4||800G||25||107%|
How to Obtain Save the Queen: Unfortunately, Quistis’s ultimate weapon isn’t just on the weak side, but it can also be rather tedious to obtain. Malboro Tentacles come easily enough from Malboro enemies (you hopefully won’t start encountering them until disc 3) but you can also refine eight Malboro Cards via Card Mod to get them. Share Spikes are even easier, as you can refine either Death Claw Cards or Grand Mantis Cards to get them. Energy Crystals, however, are a chore. They’re dropped by Behemoth, Elnoyle and Ruby Dragon foes - none of which you’re likely to encounter until disc 3 - but you can also refine 10x Elnoyle Cards for an Energy Crystal. Squall’s Lion Heart was enough of a chore at 2x Energy Crystals (hence, 20x Elnoyle Cards), but at least that unlocked one of the strongest attacks in the game. Quistis requires twice as many, which is an absurd grind, and the benefit is… a weapon with +5 Str and +2 Hit%.
You can probably afford to wait before upgrading to Quistis’s ultimate weapon.