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.

Lv 850175662015
Lv 1003,883463042343421

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:

Blue MagicEffectItem
Laser EyeDamages one enemy (base power 40-64).N/A
Ultra WavesDamages all enemies (base power 27-33).Spider Web
ElectrocuteThunder damage to all enemies (base power 30-50).Coral Fragment
LV?DeathCasts Death on enemies whose level is divisible by 4, 3, 2 or 1 (varies).Curse Spike
DegeneratorKill one enemy. Works on most non-boss foes.Black Hole
Aqua BreathWater damage to all enemies (base power 50-100).Water Crystal
Micro MissilesGravity attack that deals damage equal to 50%, 75%, 87.5% or 93.75% of target's HP, up to 9,999 damage max.Missile
AcidDamages and inflict debuffs one an enemy, possibly including Blind, Meltdown, Petrify, Poison and Silence.Mystery Fluid
Gatling GunDamages one enemy (base power 60-120).Running Fire
Fire BreathFire damage to all enemies (base power 70-120)Inferno Fang
Bad BreathInflicts 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 WindRestores HP to all party members. Healing amount is equal to the amount of HP Quistis is missing from her current maximum.Whisper
Homing LaserDamages one enemy (base power 100-250).Laser Cannon
Mighty GuardBestows a variety of buffs, possibly including Aura, Float, Haste, Protect, Regen and Shell.Barrier
Ray-BombDamages all enemies (base power 80-110).Power Generator
Shockwave PulsarDamages 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:

ItemEnemy (Drop)Enemy (Mug)Card Mod
BarrierBehemothBehemothBehemoth Card x10
Black HoleGesper, WendigoGesperGesper Card x1, Diablos Card x1
Coral FragmentBlitz, Cockatrice, CreepsCreepsCreeps Card x1
Curse SpikeCreeps, Forbidden, Grand Mantis, Imp, Malboro, Tri-FaceTri-FaceTri-Face Card x1
Inferno FangHexadragon, Ruby DragonRuby DragonRuby Dragon Card x10
Laser CannonBelhelmel, Elastoid, Mobile Type 8Elastoid, Mobile Type 8--
Malboro TentacleMalboroMalboroMalboro Card x4
MissileGIM52A, BGH251F2Death Claw, GIM52A--
Mystery FluidGaylaGaylaGayla Card x1
Power Generator--Blitz (Lv30+, rare)--
Running FireIron Giant, SAM08G, BGH251F2SAMO8GSAM08G Card x1
Spider WebCaterchipillarCaterchipillarCaterchipillar Card x1
Water CrystalChimera, Fastitocalon, Fastitocalon-F, Grand MantisFastitocalonFastitocalon 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.

Weapon: Whip

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 WhipM-Stone Piece x2, Spider Web x1100G12103%
Slaying TailMagic Stone x2, Sharp Spike x1200G15104%
Red ScorpionDragon Skin x2, Ochu Tentacle x2400G20105%
Save the QueenEnergy Crystal x4, Malboro Tentacle x2, Sharp Spike x4800G25107%

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.

Guide Information

  • Publisher
    Square Enix
  • Platforms
    PC, Switch, PS1, PS4, XB1
  • Genre
  • Guide Release
    15 March 2019
  • Last Updated
    21 October 2020
    Version History
  • Guide Author

Share this free guide:

Follow the exploits of Squall, a resident of Balamb Garden and SeeD aspirant whose first contract as a professional mercenary expands into a fight to save the world from an evil sorceress.

This guide will cover the main quest-line chronologically, giving advice on leveling (and how to avoid it), where to find the best spells, how to acquire all GFs and defeat all bosses. In addition the guide will cover all side quests and will also include in-depth mini-guides for Chocobo World and Triple Triad. By following this guide you can aspire to the following:

  • Complete walkthrough of the main questline.
  • All side quests and optional content.
  • How to defeat both of the game’s superbosses.
  • Information on how to acquire each GF and a discussion of their abilities, including where to assign them.
  • Information on Triple Triad, including the location of every card in the game and how to best use them.
  • Low-level run information.
  • Information on min-maxing stats.
  • A mini-guide for Chocobo World.
  • Information on all characters, including stats and how to acquire all their weapons and limits.
  • Triple Triad guide.

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