Monsters: Which drop Screw – 3 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
The items that may be dropped by this monster at any level less than 20; the items are listed in order of rarity: common, uncommon, rare, very rare; note that certain monsters use a level range less than 30 or 35 rather than 20
Drop (LV 1–19)
The items that may be dropped by this monster at any level between 20 and 29 (inclusive); the items are listed in order of rarity: common, uncommon, rare, very rare; for monsters with a non-standard level range, this may instead consist of levels 30–39 or 35–44
Drop (LV 20–29)
The items that may be dropped by this monster at any level greater than 29; the items are listed in order of rarity: common, uncommon, rare, very rare; for monsters with a non-standard level range, this may instead by any level greater than 39 or 44
Drop (LV 30+)
Geezard 10+5 1 - 1–100 43–1,840 5–65 47 144 117 311 0–7% - Screw ×2, Screw ×4, Healing Water, Healing Water Screw ×4, Magic Stone, Healing Water ×2, Healing Water ×2 Screw ×6, Wizard Stone, Healing Water ×2, Healing Water ×2
GIM47N 30+5 3 - 1–100 310–6,300 11–102 40–46 2–13 618 28 0–6% Thunder, Earth, Water Steel Orb, Screw ×4, Steel Pipe, Steel Pipe Steel Orb ×2, Screw ×6, Steel Pipe, Dynamo Stone ×2 Steel Orb ×4, Screw ×8, Dynamo Stone ×3, Dynamo Stone ×3
GIM52A 30+8 3 - 1–100 1,431–19,400 13–140 3–104 5–104 120–132 5–18 0–5% Thunder, Earth, Water Screw ×4, Missile, Windmill, Fuel ×2 Screw ×8, Missile, Windmill, Fuel ×6 Missile ×2, Fuel ×3, Windmill ×2, Fuel ×6
Monsters: Which Screw can be Stolen from – 1 shown
Special monsters are particularly powerful or otherwise noteworthy; bosses are only encountered in special plot encounters; super bosses are optional special battles of extreme difficulty; the final bosses must be defeated to complete the game
Name
The amount of experience yielded by defeating this monster, expressed as a base amount plus a modifier based on the monster's relative level; experience is split evenly among all surviving party members, and a separate split of the total is made for all equipped Guardian Forces; if the party runs from a battle, they still earn experience proportional to how much damage they dealt to the enemies; the character who registers the final blow on an enemy receives a bonus to experience
Exp
The amount of ability points yielded by defeating this monster; ability points beyond those needed to learn a GF's next ability are not carried over
AP
Whether this monster is flying and/or undead; flying monsters are immune to earth damage; undead monsters are damaged by curing spells and healed by drain effects (the caster is harmed instead)
Type
The range of levels which this monster may appear at; the monster's level is determined by the average level of the members of your party, within this range
Level
The range of hit points which this monster may have; the exact number is based on the monster's level
HP
The range of strength which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's strength is significantly above average, while numbers shown in red are significantly below average
Str
The range of vitality which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's vitality is significantly above average, while numbers shown in red are significantly below average
Vit
The range of magic which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's magic is significantly above average, while numbers shown in red are significantly below average
Mag
The range of spirit which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's spirit is significantly above average, while numbers shown in red are significantly below average
Spr
The range of speed which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's speed is significantly above average, while numbers shown in red are significantly below average
Spd
The range of evade which this monster may have; the exact number is based on the monster's level; numbers shown in green indicate that this monster's evade is significantly above average, while numbers shown in red are significantly below average
Eva
The elements that this monster takes extra damage from
Elemental Weakness
The items that may be stolen from this monster at any level less than 20; the items are listed in order of rarity: common, uncommon, rare, very rare; note that certain monsters use a level range less than 30 or 35 rather than 20
Steal (LV 1–19)
The items that may be stolen from this monster at any level between 20 and 29 (inclusive); the items are listed in order of rarity: common, uncommon, rare, very rare; for monsters with a non-standard level range, this may instead consist of levels 30–39 or 35–44
Steal (LV 20–29)
The items that may be stolen from this monster at any level greater than 29; the items are listed in order of rarity: common, uncommon, rare, very rare; for monsters with a non-standard level range, this may instead by any level greater than 39 or 44
Steal (LV 30+)
Geezard 10+5 1 - 1–100 43–1,840 5–65 47 144 117 311 0–7% - Screw ×8 Screw ×12 Screw ×16
Weapons: Which Require Screw to Create – 11 shown
Upgraded weapons are improved versions of starting weapons; ultimate weapons are the most powerful versions of each character's weapon
Name
The character that can use this weapon
Character
The bonus to strength provided by this weapon
Str
The base hit rating of this weapon; a character can augment this value through junctioning or by using certain abilities; hit determines the accuracy of the character's physical attacks; a weapon with a hit of 255% cannot miss
Hit
The magazine that, when found, will add this weapon to the junk shop list; note that any weapon you have the components to create is automatically added to the junk shop, even if you do not have the appropriate magazine
Magazine
The cost to perform this weapon upgrade in a junk shop; you must also have the appropriate components to perform an upgrade
Price
The components required to upgrade to this weapon; you must also pay a gil cost to perform the upgrade
Components
Revolver Squall 11 255% Weapons Mon Mar 75 gil M-Stone Piece ×6, Screw ×2
Shear Trigger Squall 14 255% Weapons Mon Apr 150 gil Steel Pipe, Screw ×4
Cutting Trigger Squall 18 255% Weapons Mon May 300 gil Screw ×8, Mesmerize Blade
Flame Saber Squall 20 255% Weapons Mon Jun 450 gil Turtle Shell, Screw ×4, Betrayal Sword
Twin Lance Squall 22 255% Weapons Mon Jul 600 gil Screw ×12, Red Fang ×2, Dino Bone
Punishment Squall 24 255% Weapons Mon Aug 750 gil Star Fragment ×2, Turtle Shell, Screw ×8, Chef's Knife
Valiant Irvine 12 105% Weapons Mon Apr 75 gil Steel Pipe, Screw ×4
Ulysses Irvine 15 108% Weapons Mon May 150 gil Steel Pipe, Screw ×2, Bomb Fragment
Bismarck Irvine 20 110% Weapons Mon Jul 300 gil Steel Pipe ×2, Screw ×8, Dynamo Stone ×4
Exeter Irvine 25 115% Weapons Mon 1st 600 gil Star Fragment ×2, Screw ×18, Moon Stone, Dino Bone ×2
Rising Sun Rinoa 18 103% Weapons Mon Jul 300 gil Screw ×8, Saw Blade
Refine Formulas: Yielding Screw – 1 shown
The sequence of menu abilities that must be used to complete this refine formula; each step in a sequence uses all of the results from the previous step
Abilities
The number of this item, spell, or card that is consumed by this formula
×
The item, spell, or card that is consumed by this formula
Source
The number of this item or spell that is created by this formula
×
The item or spell that is created by this formula
Yield
Card Mod Geezard Card Screw
Refine Formulas: Consuming Screw – 2 shown
The sequence of menu abilities that must be used to complete this refine formula; each step in a sequence uses all of the results from the previous step
Abilities
The number of this item, spell, or card that is consumed by this formula
×
The item, spell, or card that is consumed by this formula
Source
The number of this item or spell that is created by this formula
×
The item or spell that is created by this formula
Yield
Ammo-RF Screw Normal Ammo
Ammo-RF, Ammo-RF Screw Fast Ammo