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Final Fantasy 8 Walkthru

Total credit goes to Dragon Fogel(knearey@ualberta.ca)

http://members.xoom.com/rpgfrontier/fogel/ff8.txt

Other places this FAQ can be found:

GameFAQs - http://www.gamefaqs.com

 

 

 

 

Before I get into the actual walkthrough, there are two useful functions

that aren't described in the manual or the tutorial. First, to undo

Junctioned spells, use the Magic Junction option, select the spell you

want to un-Junction, and push the Square button. (or whatever button you

assigned to Play Cards) Second, to discard unwanted spells, go to the

Magic menu, select either Use or Exchange, move the cursor on the spell

you want to get rid of, and push Square. You'll be asked if you want to

discard the spell. These are useful features, remember them.

Also, I personally found the default control layout awkward; I recommend

changing it as soon as you can. I personally use Circle to talk, X to

walk, Triangle for the menu, and Square to play cards. Of course, you

may prefer another layout.

Another thing: the titles for sections (which look something like this:

| TRIAL BY FIRE |, and are typically followed by a sarcastic comment in

parentheses) are my own names. Therefore, I assume full responsibility

for how dumb, uncreative, etc. they sound.

Finally, a note on Draw Points. When I list Draw Points in an area, I

put an "r" in brackets next to the Draw Point if it recharges after a

while. If I have a question mark after the "r", it means I'm not sure if

the Draw Point recharges. Hopefully, I'll be able to eliminate most of

the question marks by the next version.

-Disc One

| TRIAL BY FIRE |

(I warned you. I'm bad at coming up with titles. Hey, I can be even less

creative that this.)

-Balamb Garden

Draw Points: Cure(r), Esuna, Blizzard(r)

Rare Cards: Quistis, MiniMog

Rule Set: Balamb

GFs: Quezacotl, Shiva

After an impressive FMV, sequence, you'll see Squall wake up in the

infirmary. Dr. Kadowaki will ask Squall how he is, and you'll be given a

choice. I'm not sure if the choice you make affects anything. Then

you'll be asked to name Squall. Change his name if you want. After some

more dialogue, Dr. Kadowaki will call Squall's instructor, Quistis. Then

you'll see a mysterious girl talk to Squall through the window... she'll

prove to be an important figure in the game. Then Quistis will come to

take Squall back to class.

Walk down the hallway with Quistis; there will be some dialogue along

the way. After a while, you won't have to walk. There will be a short

FMV, then the scene will shift to the classroom.

Quistis will talk to the class briefly about the field exam in the

afternoon, then tell Seifer he should be more careful not to injure his

partner in training. After she dismisses the class, she'll tell Squall

that he hasn't gone through the Fire Cave yet, and won't be able to go

on the field exam until he has. Quistis tells you to meet her at the

front gate, and says that you should review the study panel if you have

any questions.

Note: After completing the field exam, Squall's rank will be determined

by what he did prior to and during the exam. You'll gain and lose points

for various actions; I'm not sure how points are determined, though, so

I can only give small suggestions in this version. Hopefully, I'll have

a more thorough breakdown of how to get points later on.

Go to the study panel and select Tutorial; you'll receive two GFs.

GF Quezacotl's Stats:

Level 1

Starts with Mag-J, GF, Draw, Magic, Item

GF Shiva's Stats:

Level 1

Starts with Spr-J, GF, Draw, Magic, Item

Note that if you don't get Quezacotl and Shiva from the study panel,

you'll get them automatically when you talk to Quistis at the front

gate. You may lose points for this, though; I'm not sure.

Anyways, after getting your GFs (or not), leave the classroom. You'll

literally run into another student; after some dialogue, she'll ask you

to take her on a tour. Personally, I agreed; I'm not sure how this

affects your points later, though.

On the next screen, talk to the guy near the elevator to get 7 Triple

Triad cards. It may not be a good idea to start playing just yet; you'll

find it much easier to win the card game once you've gotten the Ifrit

Card in the Fire Cavern. However, there are two rare cards you can win

by playing cards here; the MiniMog card, from a little kid running

around on the first floor (he doesn't use it often, though), and the

Quistis card, which can be one from any of the Trepies. The one in the

cafeteria uses it the most, though. (When you get asked which one you

want to talk to, choose the one in the back. You'll understand when you

do it.) Note that the Trepies only have one Quistis card between them.

Anyways, once you take the elevator, you'll show the student the

directory if you agreed to give her a tour. Head to the front gate to

meet Quistis, who'll give you a tutorial on how to use GFs, then join

your party. If you want to skip the tutorial, hit the Cancel button;

this may cause you to lose points, though. Also, Squall will ask who the

girl at the infirmary was; Quistis will say she didn't see anyone.

Note that there's a Draw Point with Cure on the screen before the front

gate; just remember, you need the Draw command set in order to use Draw

Points. There's also a Draw Point with Esuna in the library (walk near

the bookcase and you'll come to a new screen with the Draw Point clearly

visible) one with Blizzard in the Training center. I'll say some more

about the Training Center later, when you have to go there.

Anyways, after Quistis joins, leave the Garden. Now you'll want to

Junction GFs; I recommend giving Quezacotl to Squall and Shiva to

Quistis. Next, set your command abilities; since you don't have any

spells now besides a handful of Cures from the Draw Point, choose GF,

Draw, and Item for both characters. Have both GFs work on learning Boost

first; it only takes 10 AP to learn and is quite useful when you're

summoning. After that, I suggest HP-J and then Card for Quezacotl and I

Mag-RF, then Str-J for Shiva. After getting those abilities, get

whatever other ones you want.

Before going to Fire Cavern, it's a good idea to fight enemies in the

surrounding area to stock up on spells. In the plains, you'll find lots

of Bite Bugs; you can Draw Fire and Scan from them. The latter isn't

that necessary, so you can skip it if you want. You'll also occasionally

run into Glacial Eyes; you can draw Blizzard, Cure, and Scan from them.

In the forests, you'll frequently find Caterchipillars; you can Draw

Cure and Thunder from them, and they occasionally drop Spider Webs. If

you get one, use it to teach Quistis the Ultra Waves skill. Also, you'll

sometimes find T-Rexaurs in the forest. If you do, RUN. They're REALLY

strong and have over 10000 HP, so they're quite a pain to kill right

now. They don't have anything special to Draw either. If you'd prefer

not to run, try to Card it; its card is pretty good.

Finally, on the beach you'll find a lot of Fastitocalon-Fs. You can Draw

Blizzard, Scan, and Sleep spells from them (the latter is a good

Junction for Magic at this point) and you get 3 AP for each one. Since

you always fight 2, that's an easy 6 AP. I recommend fighting them until

Shiva learns I Mag-RF, then using that to turn the Fish Fins you'll be

winning almost constantly into Water spells. Water is the best Junction

you can get at this point without playing cards. After getting 100 of

all the spells you want for both characters, (some extra Fish Fins and

M-Stone Pieces would be good, too) head to the Fire Cavern.

*****

-Fire Cavern

Draw Points: Fire(r)

Rare Cards: Ifrit

GFs: Ifrit

When you reach the Fire Cavern, Quistis will give you a tutorial about

Junctions, (again, you can skip it with the Cancel button) and then

offer to give you a refresher about your Gunblade. If this is your first

game, you might as well accept. After that, head to the entrance.

At the entrance, you'll be asked to choose a time limit; go with 20

minutes, you'll easily finish in that time. If you're replaying, though,

go ahead and choose 10 minutes. Choosing a shorter time limit will

affect your points later on. (I don't know exactly how, though.)

The path through the Fire Cavern is fairly straightforward; there's one

intersection a few screens in. Go straight to reach the boss; there's a

Draw Point with Fire on the right and a dead end on the left, neither of

which is very helpful. You can fight or run from enemies on the way,

depending on how you're doing for time. At the center of the cave,

you'll find Ifrit...

----BOSS BATTLE----

Ifrit

Absorb Fire

Weak against Ice, Water

This is fairly easy; have Quistis summon Shiva while Squall casts

Blizzard spells. (They'll do a little more damage than Water does.) The

timer stops after you win, so don't worry about not having time to get

out afterwards. When you win, you'll get 20 AP, a bunch of G-Returners,

the Ifrit Card, and the Ifrit GF.

-------------------

GF Ifrit's Stats:

Level 1

Starts with Str-J, Elem Atk-J, (Elem Def-J?), GF, Draw, Magic, Item

Quistis will give you a tutorial on how to use Elem Atk-J and Elem Def-J

once you win. Since Quezacotl and Shiva are probably at a higher level

than Ifrit, have both of them equipped on one person and Ifrit on the

other so that the GFs level up more evenly. Ifrit should learn Boost

first, then HP-J. After that, it doesn't matter much.

Leave the cave, then return to Garden.

| FINAL EXAM |

(Told you. This one isn't even mildly creative.)

-Balamb Garden

New Items: Occult Fan I

Quistis will leave. If you want, go to the Library and check the

bookshelves for Occult Fan I. Then, head to the Dormitory; go to

Squall's room and change into your SeeD uniform. Now head over to where

the Directory is and Headmaster Cid will brief you on your mission.

You'll then drive out of Garden in a car. Take the car to the nearby

town (Balamb) and then watch the short scene where you drive to the

docks. Get in the ship; there will be a short scene. After a while,

Seifer tells you to look outside; agree. (you'll probably lose points

otherwise) Leave the small area you're in, and watch the FMV. Then

you'll land on the beach in...

*****

-Dollet

Draw Points: Blind(r)

GFs: Siren

Cool music, huh? Anyways, at the moment you've got Squall, Zell, and

Seifer in your party. (Seifer's not following you around, but he _is_ in

your battle party.) Give each character one GF, and give all of Quistis'

magic to Zell. If you've got some spare Fish Fins like I recommended,

make some Water spells for Seifer. Give everyone the Draw command; this

way, you can Draw from the Galbadian soldiers when you need healing.

Don't talk to any of the other students; I think you lose points for

this. Head up the stairs to find a Save Point, then move towards the

next screen. You'll fight two Galbadian soldiers. They're easy to beat,

but it's a good idea to have Seifer Draw some spells for himself before

doing so. Keep going; after a while, you'll fight two more Galbadian

soldiers. If Seifer still needs some spells, Draw some here, too. When

you come to the fountain, you'll have to fight one G-Soldier; no

problem. Then Seifer will tell you to scout the area for enemies. Head

to the northeast section of the screen, and a G-Soldier will attack.

After defeating the Galbadian Soldier, the rest should be

straightforward. Take the northwest exit off the screen, then just keep

going forward. After a while, an injured Dollet soldier will warn you

about monsters, then...

----BOSS BATTLE----

Anacondaur

Actually, the Anacondaur isn't even a real boss. It is, however, quite

strong compared to the other enemies you've fought. It has around 1200

HP; if you've got some good Strength Junctions, though, it shouldn't be

a problem. Seifer will tell you to let him finish off the Anacondaur;

doing so may affect your points later.

-------------------

After defeating the Anacondaur, keep going some more. The path is

completely straightforward. After two more screens, Seifer will run

ahead and leave your party; then Selphie (the girl Squall gave a tour to

earlier) will appear and jump down the cliff. You can do this too, but

it may cost you points; instead, head east and walk. When you reach

Selphie, she'll join; she inherits Seifer's spells, but just in case

you're paranoid, you might want to Junction Exchange Seifer with Quistis

before he leaves, then Quistis with Selphie.

Anyways, after Selphie joins up, head into the communications tower.

(that's the building right ahead of you, in case you weren't paying

attention) There's a Save Point here, as well as a Draw Point with

Blind. Save, then go up the elevator...

There's a short scene with a Galbadian commander, Biggs, talking to a

soldier named Wedge. Then there's an FMV of the communications tower

activating. (looks more like a big gun than a communications tower...)

Then, Biggs notices you and tries to get away, but Seifer stops him.

Cornered, Biggs attacks.

----BOSS BATTLE----

Biggs

Weak against Poison

Wedge (appears after some time)

Weak against Poison

So easy you don't need a strategy. If you want, draw some Esuna spells

from Biggs. When you do enough damage to one of them, they'll be blown

away by some wind and you'll have to fight...

Elvoret

Flying Monster

This can be a long battle. There are two notes here; first, you can Draw

the Siren GF from the boss. Second, you can Draw Double spells, which

are good for Junctions and allow you to cast two spells in one turn. The

quickest way to beat Elvoret is to have everyone summon their GFs; when

Boosted to around 125%, they'll do around 300 damage to it. When you

win, you'll get some Cottages or Elixirs, some G-Returners, and the

March Issue of Weapons Monthly, as well as Siren if you Drew it.

-------------------

GF Siren's Stats:

Level 3

Starts with Mag-J, ST Atk-J, ST Def-J, GF, Draw, Magic, Item

After you defeat Elvoret, Selphie says that you have to get back to the

shore by 1800 hours. Seifer says that leaves only 30 minutes, and a

timer counts down. You can equip Siren if you want, but I don't

recommend it, as the clock's ticking. Go down the elevator, save if you

want (I _highly_ recommend using a separate file) and then leave the

tower. However, Biggs sends a huge spider-like robot to attack you...

----BOSS BATTLE----

X-ATM092

Weak against Thunder

If you've got Str-J on, you can probably knock it out quickly. Once it's

down, run away.

-------------------

Head to the right quickly. On the next screen, you'll see the robot

shortly; move quickly. When the screen fades, hold left and the control

pad IMMEDIATELY. If you don't move immediately, the robot will catch up

to you and you'll have to fight it again. On the next screen, WALK when

you come to about the middle. Otherwise, the ground will shake and

you'll be forced to fight X-ATM092 again. Next screen... no problem. The

bridge is after that. After you move far enough to the right, the robot

will jump over you; immediately turn around until you hear it jump

again, _then_ run to the right and off the screen. This lets you avoid

another battle with it. From here, it should be easy to make it to the

shore, and when you do, you'll see an FMV of Quistis blasting the robot

with a gatling gun.

Note: Apparently, it's possible to destroy X-ATM092. I'll have a

strategy for that once I do it.

| TALK ABOUT YOUR LONG DAYS... |

(Be warned. My titles are going to get worse.)

-Balamb Garden

New Rare Cards: Zell

You'll arrive in the town of Balamb. With Zell in the party, you can

play cards with his mother; she has the Zell card. Leave town and save

before trying it, though. Win the card (or don't) and go back to Garden.

You can get into a few fights before you go, though. If you're going to

build up Siren, I suggest Boost first, then L Mag-RF, then Tool-RF, and

pretty much whatever you want after that.

When you go back to Garden, Zell and Selphie will leave. Head to the

main lobby; Cid, Xu, and Quistis are standing in front of the directory.

Talk to them if you want, then head to the right and talk to Seifer.

After a brief scene, head to the elevator; I don't remember exactly

when, but at some point you'll be told to go to the 2nd floor hallway.

Go there and wait; after a while, one of the Garden Faculty will tell

Squall and Zell they've been chosen as SeeDs. You'll automatically go to

Headmaster Cid's office and receive your SeeD Rank report; in addition

to Squall and Zell, Selphie and another student have been chosen as

SeeDs. (You'll later find out that the fourth SeeD's name is Nida.)

After regaining control, talk to Cid and he'll add a "Battle Meter" to

the tutorial. You may have to talk to him again to play cards with him

later; I'm not sure.

After talking to Cid, leave the room. You'll automatically take the

elevator to the second floor walkway. Talk to the others, then head to

the hallway. After a short scene, your SeeD Rank Report will be

displayed. I'll have a full explanation in a future update, provided

someone gives me the information.

Now you're in the Dormitory; Selphie tells Squall to go to his room and

get his SeeD uniform. Do so, then leave the room and go to the dance. At

the dance, Zell and Selphie will talk to you; Selphie asks if you'll

join the Garden Festival committee. Answer either way, then she'll

leave; then, a girl in a white dress asks Squall to dance. After some

more dialogue, you'll get to see a rather amusing FMV of the dance. =)

After the dance, the girl leaves... but you'll be meeting her again soon

enough...

Quistis then appears and compliments Squall on his dance, then tells him

about the "secret area" at the Training Center. She tells Squall to

change into his regular clothes, then meet her at the Training center;

leave the screen and you'll automatically be in Squall's dormitory. Go

into Squall's room and change. Now leave and head to the Training

Center. Quistis will give you a Tutorial about Status Junctions, and

tell you that Junctioning Sleep on your weapon will make it easier to

defeat T-Rexaurs.

In the Training Center, you'll mostly encounter Grats; you can Draw

Sleep and Silence from them. You should have plenty of the former, but

the latter are good to have too. Draw 100, because there's going to be a

Boss that uses Silence soon, and you'll want them for status defense.

You'll also find T-Rexaurs occasionally; you can run, or you can be

prepared by giving Squall Ifrit and Siren, with 100 Blizzards on Elem

Atk (T-Rexaur is weak against Ice) and 100 Sleeps on ST Atk, as well as

a good Strength junction (like Water). Quistis should summon Shiva and

use Boost. You can also try Carding T-Rexaur once its HP drops below

about half. You won't get any Exp that way, but you will get 10 AP.

At any rate, getting through the Training center is fairly simple. Go

either left or right; there's a Draw Point with Blizzard on the right

path. Also, a man sometimes appears here and sells you items, but I'm

not sure when he firsts shows up. Anyways, the "secret area" is near the

save point. At the secret area, Quistis explains that she's been demoted

from an instructor to a normal SeeD; Squall doesn't care. This scene

pretty much tells you what to expect of Squall for much of the game...

After the scene, save, then head out of the Training Center. When you

try to leave, you'll see the girl from the infirmary being attacked by a

huge insect; she'll recognize Squall and Quistis, then the monster

attacks you.

----BOSS BATTLE----

Granaldo

Flying Monster

Raldo*3

This battle is EASY. Draw Sleep from Granaldo and cast it on him; it

works rather often. The Raldos won't attack, Granaldo will just whack

you with them. Kill two of them, (they only have a couple hundred HP)

then Draw Protects from the last one, putting Granaldo back to sleep

when necessary. You can also draw Shell and Blind from Granaldo; you

don't need a lot of Blinds, but Shell will be quite useful. Once you've

got all the spells you want, kill the last Raldo, then kill Granaldo

with your strongest attacks. You'll win a bunch of Wizard Stones.

-------------------

After the battle, some strange troops will take the girl with them, and

Squall and Quistis will wonder who she was...

I suggest turning the Wizard Stones into Curagas with L Mag-RF, then

Junctioning those to HP. Anyways, once you leave the Training Center,

Quistis will talk to Squall briefly and then leave. Head back to the

Dormitory; when you go there, Zell tells you that as a Seed, you've got

a new room. Squall will head off to sleep, thereby ending one of the

longest days in RPG history.

| FOREST OWLS |

(Yes, I believe I've already told you about my amazingly creative

titles.)

-Balamb Garden

New Rare Cards: Seifer, Diablos (See Side Quests)

New GFs: Diablos (See Side Quests)

Items: Magic Lamp, Pet Pals Vol.1, Weapons Mon Apr

You'll wake up in Squall's new room the next day. Check the desk for a

Weapons Monthly issue. Then head out of the Garden; Cid and a Garden

Faculty will tell you about your first mission; to go to Timber and meet

with a resistance organization. After the scene, talk to Cid and he'll

give you a Magic Lamp; even if you don't talk to him, he'll give you the

Lamp when you try to leave. The Magic Lamp will allow you to challenge

Diablos; see Side Quests for more information.

Before heading to Timber, there's one more rare card you can get; head

back into Garden and go to the elevator. You'll be allowed to take the

elevator to the third floor, where Cid's office is. Here, you can play

cards with him; he has the Seifer card, a VERY good card. Try to win it

now if possible.

Anyways, to get to Timber, you'll have to go to the train station in

Balamb. To get there, go to Balamb, and go left at the second screen.

The Queen of Cards is at the station; see the Side Quests section for

more about her. Even if you don't want to do that side quest just yet,

you can still play her to get a better trade rule, like Diff or All.

This will make your future card games more rewarding; be careful of the

Direct rule, though.

You'll have to pay 3000 gil for a train ticket. Do so, then get on the

train. There's a short scene; when it's over, follow Zell into your

cabin. Zell gives you a Pet Pals magazine; (more on those later) then

Selphie comes in, and everybody falls asleep...

*****

-Laguna Flashback 1

Draw Points: Cure(r), Water(r)

You're probably wondering what the heck just happened. You're now in

control of three Galbadian soldiers named Laguna, Kiros, and Ward.

You'll notice that your items and abilities have been transferred to

these guys; Laguna has Squall's abilities, Kiros has Zell's, and Ward

has Selphie's. Their Limit Breaks are different, though. Anyways, just

follow the path; it's completely straightforward, but you'll see some

grayed-out text in the dialogue boxes... those are Squall's thoughts.

You'll be fighting Funguars and Geezards here; they don't pose much of a

threat. Once you reach the car at the end, you'll arrive in Deling City

automatically.

Laguna parks the car in the middle of the street, despite Kiros'

protests; then he offers to take Kiros and Ward for a drink. Head to the

right, then up one screen. You'll come to the Hotel. Use the Save Point

if you want. Now, go downstairs; the waitress will offer to show you to

your table. Pick the greyed-out choice a few times for some laughs;

eventually, you'll want to accept. Once Laguna, Kiros, and Ward are

sitting down, Julia will come on to play the piano; Kiros and Ward will

tell Laguna to go and wave to her. Walk towards Julia. After some

dialogue, Julia will come to Laguna's table and sit down; she'll then

invite him to her room to talk. (I said to talk, you sickos.) Talk to

people if you want, then head upstairs. Talk to the guy at the front

desk and pick the option refering to Julia. You'll be taken up there;

Julia will offer Laguna a seat. After you regain control, talk to Julia

for some more dialogue. The scene ends with Kiros telling Laguna they

have a new assignment...

After that, Squall, Zell, and Selphie wake up. Selphie said she had a

great dream, then mentions Laguna's name; Zell says there was a Laguna

in HIS dream too, and then they realize that the three of them must have

had the same dream. After some more dialogue, the train will arrive in

Timber.

*****

-Timber: Forest Owls' Base

Rare Cards: Angelo

Items: Pet Pals Vol.2

When you get off the train, you'll be met by somebody. If you payed any

attention at all to the mission briefing, you know that the correct

response is "But the owls are still around". Pick the wrong one and

you'll see a rather amusing scene. ^_^ However, if you pick the wrong

one, I think you'll only gain 1 SeeD rank from successfully completing

the upcoming mission. Anyways, the man will lead you to a train. This

train is the base of the Forest Owls, one of many resistance groups

dedicated to the independence of Timber. On the train, another man

introduces himself as Zone, leader of the Forest Owls, and introduces

the guy who brought you here as Watts. They'll tell Squall to go and

wake up "the princess". Note: You can play cards with Watts. He has the

Angelo card. If you're wondering "Who's Angelo?", you'll see soon

enough.

Anyways, head up the stairs. On the next screen, there's a Save Point in

the room to your left; be sure to make full use of it during this part.

Head up one more screen and into the next room to find the "princess".

It turns out that the "princess" is the girl from the dance; you'll

quickly find that she's very enthusiastic (to say the least) about

having SeeD helping the Forest Owls. She'll leave, then realize she

forgot to tell you her name; you'll be able to name her. Rinoa is the

default. She'll then introduce you to her dog, who you can also name;

the default name is Angelo. Then you'll get a Tutorial about how to use

Rinoa's Limit Breaks. You have a Pet Pals magazine, so read it and

you'll be able to have Rinoa learn Angelo Strike. Anyways, head to the

meeting room for your mission briefing.

Rinoa, Zone, and Watts will go over the plan. The explanation is long,

but what you actually have to do is fairly simple. BTW, if you don't

understand how to enter the codes, you have to push the appropriate

buttons on the controller. Anyways, after the briefing's done, save.

(Sidenote: You can look at the dummy president in the Save Point room

and talk to the Forest Owls in the room for more details about it.)

Also, head to Rinoa's room and you can find Pet Pals Vol.2, which

teaches Angelo Recover. When you're ready to start the mission, talk to

Watts and tell him you're ready.

You'll now start on top of the Forest Owl's train. (Note: This is some

pretty cool music.) Move left and talk to Rinoa. The President's train

will show up, and a timer will appear. Rinoa jumps over to the other

train; do the same by pressing the X button. I'm not sure if you can

mess up the timing on this one, or what happens if you do. Anyways, on

the next car you'll have to deal with the sensors. This isn't that

tricky; if you move quickly, you don't have to worry about the sensors

at all. However, if you _do_ have to worry, in case you don't remember

your briefing, stay still if the blue guard is below you; if it's the

red, move.

Once you're on the next screen, you'll meet up with Rinoa. The timer

disappears and freezes during this part. After a scene showing what's

happening in the President's car, you'll be on the 1st escort car. Zell

and Selphie will keep an eye on the guards for you; you can also take a

look for yourself with the L1 button. Anyways, Rinoa asks if you

remember how to enter the codes; the timer's stopped, so there's no time

penalty for hearing it again. (It might affect the rank increase later,

though.) Just go down, (note: the timer starts up again when you're able

to go down) and when Rinoa calls out the codes, enter them quickly. You

can _probably_ enter all 3 codes before the guards reach you, but play

it safe and stop after the second if you need to. After entering all the

codes, you'll automatically climb back up. Head to the right. After

another scene, you'll be uncoupling the 2nd escort car. This one takes 5

codes, and you won't have Zell and Selphie watching the guards, so it's

a bit trickier and you'll _have_ to climb back up at least once. I

suggest climbing up after entering the second code, waiting for the

guards to pass, then entering the last 3 codes all at once. After

entering all the codes, you're done; head to the left.

Note: If you get caught by the guards, you'll have two choices. The

first choice is something along the lines of "No big deal". The second

is "It's all over...". If you pick the first choice, you'll start back

at the section you were at with about an extra minute. However, you

won't get the rank increase. If you pick the second choice, you'll get a

Game Over.

You'll now be back on the Forest Owls' train. If you did everytyhing

correctly on the train and gave the correct password when you met Watts,

your SeeD rank will go up by two; if you did everything right on the

train but gave the wrong password, your rank will only go up by one. (As

far as I can tell, anyways.) Anyways, Rinoa will say that she's going to

enter "serious negotiations" with the President. You'll go to the menu

screen to re-equip GFs; Zell's and Selphie's have been unjunctioned, so

make sure to set them up again. I suggest putting 100 Silences on ST Def

for the character with Siren; it'll be quite helpful.

Save, then talk to Rinoa and tell her you're ready. You'll go into the

President's car, only to find you kidnapped a fake. Then the fake

attacks you.

----BOSS BATTLE----

Fake President

This is easy. The Fake President attacks you, but he doesn't do much

damage. Draw Cure spells if you need to restock. After taking some

damage, he turns into...

Gerogero

Undead monster

Very weak against Holy

Weak against Water, Ice

Immune to Poison

(You knew he was going to turn into a monster. Admit it.)

If you didn't get a whole bunch of Esunas and Doubles from the battle at

the Dollet Communications Tower, now would be a good time to Stock them.

Gerogero mainly uses status ailments on you; Berserk, Slow, and Silence

are the major worries. If he casts one of these on you, Draw Esuna from

him and cast it on the afflicted member. (The reason I suggested putting

Silence on Status Defense was to prevent Silence on one character, which

may make the battle go faster.) He also hits you with Blind and Curse,

but these are less of a problem. Heal when you need it. In addition to

Esuna and Double, you can Draw Zombie and Berserk from him; however,

these aren't very useful for now, so you can go without if you want.

After you're satisfied with your spell stock, you can kill him quickly;

just Draw Double from him, cast it on yourselves, and cast two Cure

spells on him every turn. Since he's undead, Cure will damage him, and

with 100 Waters on Magic, it will hit him for about 400 HP each time. No

problem. You'll win some Zombie Powders and 20 AP.

-------------------

After defeating Gerogero, you'll be back in the briefing room. Watts

will come in with some new information. It seem that Deling is in Timber

to make a broadcast from their old TV station, which seems to be why

they fixed up the Dollet Communications Tower. After some more talking,

you'll gain control of Squall. Talk to Rinoa. After some more dialogue,

you'll make a party with Rinoa in it to go to the TV station. When you

want to get off the train, talk to Watts and tell him you're ready.

Note: This is your LAST chance to get the Angelo card and Pet Pals Vol.2

for quite a while, so be sure you have them before getting off the

train.

There will be a short scene, then you'll be in Timber.

*****

Note: Most of the following section (after the first three-and-a-half

paragraphs) was written by Matt Hobbs, since I was past Timber and

didn't feel like replaying it. However, he missed a couple of things, so

I've added in my own notes. I've also tried to fix most of his typos.

-Timber

Draw Points: Cure(r), Scan(r)

Hidden Draw Points: Blizzaga

Items: Girl Next Door, [Buel Card], [Tonberry Card] or [Forbidden Card]

Enemies: G-Soldier, Elite Soldier

Head back towards the train station. Here, you'll find a Pet Shop. This

sells some useful items, such as Amnesia Greens (make a GF forget an

ability, allowing you to teach it a different one) and two Pet Pals

magazines, which teach Invincible Moon and Angelo Reverse.

BIG TIP! The Pet Store sells GF, Draw, Magic, and Item Scrolls. The

purpose of these scrolls is to reteach the appropriate ability to your

GFs if you used Amnesia Greens to forget it. However, they have another

use; with Siren's Tool-RF, each scroll can be made into 10 Wizard

Stones! That's 50 3rd-level spells. This will be especially useful to

keep in mind once you get the Call Shop ability later on.

Anyways, the train's not running now, so you can't go back to Balamb.

You also can't leave Timber; if you head to the gate, you'll see a pair

of Galbadian soldiers harrassing two guards and you'll get into a fight.

The guards will be grateful if you defeat the soldiers, but they won't

be able to let you through. You also can't stay at the hotel (the owner

warns Rinoa that there are Galbadians staying there), but there's a Save

Point in there, so be sure to use it. Next to the inn is a junk shop

where you can remodel your weapons if you have the parts. Since you

probably don't (unless you've been playing a lot of cards), just ignore

it.

Anyways, head back to where the Forest Owls' train was and leave the

screen by the Northeast exit. You'll see the Timber Maniacs building

right ahead of you; go inside. Examine the magazines in the first room;

in one pile, you'll find the "Girl Next Door" magazine. Hold on to this;

it'll let you get the Shiva card later on. (DF's Note: Here's where

Matt's part of the walkthrough begins.) That yellow magazine laying on

floor in the back room is an old issue of "Timber Maniacs" (the

magazine); get it. In this same room, you can talk to the man in the far

back for some rather amusing scenes. (No matter which option you pick,

the guy starts rambling on about nothing, and Squall gets angry. ^_^)

Before leaving, go in the small 'closet' left of the front desk. You

can't see it (even with Move-Find set), but there's a Blizzaga draw

point somewhere behind the shelves; just feel around for it, you're

bound to find it eventually. Unfortunatly, this particular draw point

never recharges... Once you've gotten everything, leave Timber Maniacs.

The house next door isn't of any real importance. Talk to the lady

wearing the apron to learn that you can get to the TV Station by way of

the back alley behind the pub. She says you can see the alley from the

window upstairs, and suggests you take a look. Might as well... Well,

it's not much of a sight, but it gives you an idea of what to do next.

Oh, and despite what the kids say, you don't lose any money. Speaking of

those kids... Notice how they seem to be speaking in "AOL" language? =P

(It's not r kitty u know!)

Back in the city, head right. The pub that you're headed for is

downstairs, but go into the tunnel to the right first. At the entrance

is some strange girl who's willing to give you 'secret information'.

It's not at all useful, though, so you can just ignore her and go right

into the tunnel. You'll come out on some train tracks in a back part of

the city. Climb the stairs and go into the small house. Talk to the old

man sitting on the couch, and he'll ask if you like beverages; say yes,

and he'll allow you to drink some water from the tap on the opposite

wall. This seems rather pointless at first, but try taking him up on his

offer and having a drink. This is no ordinary water, but rather the

"Owl's Tears" that Watts spoke of. Your HP will be restored to full. Oh

yeah... Should you wanna be a heartless jerk, you can steal 500 Gil from

the old man by repeatedly examining the cupboard below the mirror. If

you do this, however, you lose access to the Owl's Tears...

Anyway, across the bridge just outside the house is a save point. Use it

if you need to, but don't waste time taking either of the lower roads

here, as they just lead to pointless dead ends; go back through the

tunnel you came from, and head downstairs.

Just outside the pub, you'll hear two Galbadia Soldiers gloating over a

card they swiped from one of the town citizens, and when they spot you,

they attack. After beating them, you'll get the card they stole: a Buel

card. In the area near the pub are two points of interest: an item shop

and a 'Cure' draw point. Buy stuff if you want, then enter the pub.

(Finally...)

There's some drunk here ranting about the town's situation, who mentions

that some soldiers stole his card. Well, that door behind him that he's

convienient blocking is the way to the back alley, so you might as well

talk to him... You have two options here.

(DF's Note: Matt hadn't tried buying him a drink, so I've altered this

part a bit.)

1) You can offer to buy him a drink for 100 gil, at which point you'll

get 6 choices for what drink to give him. If you give him the right

drink, he'll move; if you give him the wrong one, you've just wasted 100

gil. If you want to do it this way, talk to the other customer in the

pub to find out what color bottles the drinks are in, and which ones are

"sweet" and "bitter". Then, look at the drunk to see what color bottle

he's holding, then to the waitress to find out whether he likes "sweet"

or "bitter" drinks. (Though I think the waitress has it wrong.) Give him

the right drink and he'll move out of the way, as well as giving you a

Forbidden card.

2) Alternatively, you can offer to give the card you won outside back to

him. In thanks, he lets you keep it, and gives you a Tonberry card as

well. He then asks the owner to move him out of the way, clearing the

path to the back door.

Two things here: A save point, and a 'Scan' draw point. (For some

reason, though, it doesn't always seem to be here, and it's not hidden.)

Use them if you'd like, then head left and go up the long staircase. At

the top, you'll be stopped by Watts, who says that the whole TV station

is under heavy guard, and that it'd be a bad idea to just bust in. Rinoa

hesitates a bit, then decides to change her plan. At this point, Squall

gets angry at the Timber Owls' general lack of organization, and starts

yelling at Rinoa... Upset, she runs off, and Selphie shows up to take

her place. There's now a scene where President Deling makes his live

broadcast -- the first one in 17 years. Unfortunatly, he's not

announcing Timber's independance as Rinoa had hoped... Instead, he

speaks of 'peace talks', using his new ambassador, the Sorceress... His

'noble' speech is cut short, however, by a rather untimely visit from

Seifer and Quistis. Seifer, in his usual nature, tears the place

up, cutting off the broadcast, but not before Quistis orders Squall's

group to assist them. The team then dashes up the stairs. Make your way

to the TV station now, and you'll witness a long chain of scenes, which

results in Zell accidentally revealing to Galbadia that they're from

Balamb Garden, and the Sorceress making her grand appearance, then

disappearing with Seifer...

After the events have played out, you'll end up back outside the TV

station. Head back down the stairs, where Rinoa and Quistis are waiting.

Rinoa reveals that their base was found by Galbadia and was totally

destroyed. Fortunately, Zone and Watts managed to escape. After

informing you of this, the women run down the stairs. At the bottom of

the staircase, Rinoa will suggest that they get out of Timber for a

while, and runs off again. You'll meet up with Rinoa yet again at the

bar, where a woman suggests that the team hide out at her house for a

while. To get there, just follow the girls, and enter the house next to

the Timber Maniacs building. After a short discussion about the fate of

Seifer, the woman comes back upstairs and tells you that the Galbadia

Soldiers are withdrawing from town. The team then decides the next plan

of action. The Garden code states that after a mission, if the main

Garden is unavailable, report to the nearest Garden. In this case,

Galbadia Garden. (Excuse me? "Galbadia" Garden? Aren't we trying

to get *away* from Galbadia? ^_^) After forming a team (which can now

include Quistis), head back out into town. Before leaving, however, the

woman gives you a Potion, a Phoenix Down, a Soft, an Antidote, and a

Remedy.

Back in town, you'll notice a lone Galbadia soldier roaming around...

Though it may not seem like the most intelligent thing to do given the

situation, go over and talk to him. Turns out it's not a soldier at all,

just your old friend Watts in disguise. He says that the trains are out

of service, but that one last train will be heading out of town shortly.

Now head right, and you'll be stopped by a "Mystery Man", who turns out

to be Zone. He tells you thst all the tickets to the last train out of

town are gone, but that he managed to get the last five... He and Watts

remain in town, allowing your team to escape via train... Head into the

tunnel, and cross the bridge and head south. This is the train station.

Board the train, and ride it out of town.

You've finished the main stuff here, but there's still some stuff to get

should you wish to return to Timber. The inn is now opened, and you can

find another issue of "Timber Maniacs" in the hotel room. (DF's Note:

Too cheap to pay for the inn, but still want the magazine? There's a way

to get into the hotel room for free, although you can only do it once.

First, go to the railway bridge near the "Owl's Tears" house. You'll see

a girl stuck on the tracks, and hear a train. Talk to the girl a few

times and the screen will flash white, then you'll be in the room and

can get the magazine. My, that was a long note.)

Also, a man standing on the bridge overlooking the three railways will

give you a free Potion if Quistis is on the team (or maybe you just need

a female; I'll check). (DF's note: In my old game, he always mentioned

Rinoa... strange.) He'll run off, but he'll return later, so basically,

you can get an endless number of potions from him. Also, there's a man

outside the Timber Maniacs building who says that he's starting to think

he should give up. Tell him "No way", and he'll reward you with a Pet

Nametag later. Finally, if you wanted that 500 Gil from the man in the

"Owl's Tears" house, but didn't want to lose the healing feature, go

ahead and do it now. You don't need it anymore now that the inn is

opened. Still, this is a rather stupid act, and it may lower your SeeD

rank.

| ESCAPE |

(This is about the least creative title yet...)

-After Timber...

If you want, you can stay on the train and get off near Dollet. See Side

Quests for things you can do there.

At any rate, your goal is a small forest near the East Academy station.

Before going in, make sure Squall, Quistis, and Selphie are well-

junctioned. Inside the forest, you'll meet up with your other two

teammates and there'll be some dialogue, where Squall is his usual

charming self. =P After a while, Squall, Selphie, and Quistis will fall

down... Rinoa will ask what happened, and Zell will say he thinks they

went to the 'dream world'...

-Laguna Flashback 2

Draw Points: Sleep(r), Confuse(r), Cure(r)

Hidden Draw Points: ?

Laguna time again. Squall is Laguna (he always is), Selphie is Kiros,

and Quistis is Ward.

Laguna, Ward, and Kiros will talk for a bit, then you'll gain control.

On the next screen, there's a Draw Point with Sleep; use it if you need

to. Head across the walkway, and you'll be attacked. In the first

battle, you'll be back-attacked by one Esthar Soldier; then you'll fight

three. Not a major problem. You'll probably get a few Potions from

defeating them.

A few comments before I continue with this walkthrough. Considerably

later in the game, you'll be able to explore this place again, and the

things Laguna does here will affect what items you can get when you do.

Follow this walkthrough and you should (hopefully) be able to get all

the items later. Also, a note on enemies. There are 4 kinds of enemies

you'll fight in this place. You've dealt with the standard Esthar

Soldiers already, and you'll be fighting more of them. There are also

cyborg Esthar Soldiers; they're somewhat stronger than the normal ones.

There are two ways to tell them apart; by color, or if you're not sure

about the color, see what they have to Draw. If there's no Cure spell of

any level, it's a cyborg. Neither type of Esthar Soldier can be Carded.

The other two enemies are Elastoids and Gespers. You can draw Dispel

from the Elastoids, and make their cards into Steel Pipes. The Gespers

have Shell and Protect spells to Draw, and Float if they're at a high

enough level. They also frequently drop Black Holes, which teach Quistis

Degenerator, and can be made into Demi spells with Diablos' Time Mag-RF.

If you have the time, get 100 Demi spells for each character and

Junction them to your Magic stat. You can Card the Gespers and make

their cards into Black Holes as well.

That said, head inside the excavation site; there are two entrances on

this screen. One is a door, the other is just a ladder. If you go down

the ladder, Laguna will get a leg cramp; I'm not sure if this affects

anything. However, I suggest going down the ladder first, if only to

save a little bit of time.

Head up one screen and left one screen, then examine the rubble near the

bottom of the new screen. Laguna will pick up an old key, but it will

fall out of his back pocket. Go left three screens and examine the

rubble on the left side of the screen; Laguna will find another key, and

put it in his shirt pocket. However, he sneezes, and loses the key

again. (I don't know if getting the keys affects anything, but I don't

think it hurts.) The ladder here will lead to the other entrance to the

facility; ignore it for now and go back one screen.

There are 3 panels here; when you walk across the one in the middle,

you'll hear a clicking sound. There's a lever on the panel; examine it.

(It's near the top of the screen.) Laguna will notice that the lever is

loose, and suggest loosening it all the way to set a trap for the Esthar

soldiers. Kiros and Ward are skeptical; after the brief dialogue, you'll

have the option to either tamper with the lever or ignore it; tamper

with it. You won't be able to cross the panel after tampering with it,

but do it anyway. Leave the screen, and an Esthar Soldier will walk over

the panel, which will open under him and make him plummet. Go back to

the ladder where you came in; climb up and you'll be back outside the

place. Go in through the door. There's a walkway here, and you have

three paths you can take. The left path leads quickly to a dead end; the

right path leads to a Draw Point with Confuse. Use it if you want, then

take the middle path. This leads to a ladder; climb down.

This screen should look familiar. Go down and you'll be back on the

screen with the panels. You can only access the leftmost panel; you'll

notice it clicks when you walk on it. Examine the lever and you'll be

given the choice to tamper with it again. Do so; Kiros and Ward will

stop you, pointing out that if you _do_ mess with it, you'll be stuck

there. However, once you've triggered this event, you can open that

panel another way...

Retrace your steps to the other side of this screen, then examine the

lever on the rightmost panel. Again, choose to tamper with it; it's

stuck, but again, you can open the panel by another means...

Go back to the screen where you found (and lost) the first key. From

there, go up two screens. You'll see a small, black object on the

ground; examine it. As the ensuing dialogue reveals, it's a detonator.

You'll have the option of using it to move either the nearby boulder or

the one further down; first, choose to move the one further down. There

will be a short scene where you see an Esthar Soldier run away from the

boulder; also, if you tried to tamper with the leftmost panel, you'll

see it fall open now. Use the detonator again, on the nearby boulder

now. Laguna and company will run away, and you'll see the boulder roll

down, scaring away some Esthar soldiers. If you messed with the

rightmost panel, it'll fly open at this point, too. Laguna, Kiros, and

Ward will come back onscreen and make some comments, then you'll be back

in control. Leave the same way they did, and continue for a couple of

screens until you see a boulder. Examine the boulder, and Laguna will

push it, taking care of another Esthar soldier. You'll also be able to

use the Draw Point, which has Cure. Yay. On the next screen is a much-

needed Save Point. Use it, then use the exit on the top of the screen.

(the path on the right just loops back to where you've been) If you

didn't trigger the traps, you'll have to fight a whole bunch of battles

with Esthar soldiers; if you _did_ trigger them, however, you'll only

have to fight one battle against two cyborgs. When you defeat the second

one, he'll use an attack called Soul Crush, knocking Kiros and Ward down

to 1 HP...

After the battle, there'll be some more dialogue, and the flashback will

end. Squall, Quistis, and Selphie will wake up in the forest, there will

be some more dialogue, then you'll leave. Note that the forest will just

be an ordinary forest if you go back. Also, Quistis and Selphie are now

at 1 HP; if you don't want to bother healing them, just switch Zell and

Rinoa in. Head to the nearby structure; this is Galbadia Garden.

*****

-Galbadia Garden

Draw Points: Shell(r), Life(r)

Hidden Draw Points: Haste, Double(r?)

When you enter the Garden, you'll be treated to a short FMV. After you

regain control, just head through the next two screens. There will be a

short dialogue sequence when you reach the gates. Go through the gates

to reach the main hall. There will be an announcement over the PA asking

you to head to the 2F reception room. To get there, go straight ahead

(check the beam of light for a hidden Draw Point with Haste) until you

come to a room with some stairs. (Note: If you keep going straight at

this point, you'll find a Draw Point with Shell after a couple of

screens. Also, if you go left from the main hall, you can get to the ice

rink; you can't get the Draw Point _in_ the rink yet, but you can head

left to the locker room and a Draw Point with Life.) Go up the stairs,

and the reception room is behind the door at the bottom of the screen.

Inside, the party splits, and you control Squall. Talk to Rinoa and

Selphie if you want; when you talk to Zell, Quistis will come in. In the

ensuing dialogue, Quistis says that Seifer has been executed by the

Galbadian government... When you regain control, talk to Rinoa, then

Quistis. Squall will get frustrated. Head towards the door, and he'll

suddenly snap at everyone, then run out the door. Note: If you head

right from this screen, you'll reach a circular walkway above the main

hall. This leads to an auditorium where you can find a hidden Draw Point

with Double.

Go down the stairs (Zell's doing push-ups... heh.) and head back towards

the main hall. Just as you leave the screen, Fujin and Raijin will come

and talk to Squall. When Squall tells them that Seifer is reportedly

dead, they won't believe it. After they leave, there will be an

announcement telling you to go to the front gate. Go there and

Headmaster Martine will appear when you talk to Rinoa. (Note that Rinoa

has a bit of trouble with the salute... heh.) Martine will talk for a

while about your mission, then hand Squall the orders. Squall will

comment that the orders call for a sniper, and nobody on the team has

that skill. Martine says not to worry, and introduces Irvine, a

sharpshooter from Galbadia Garden. Irvine now joins the party, and you

have all the main characters. Now, talk to Selphie and Squall will

explain the orders. Your mission is to assassinate the sorceress.

After Squall explains the orders, Irvine will say it's time to choose a

party. The screen will fade; when it comes back, Irvine will be standing

between Rinoa and Selphie, and ask how this party is. If you choose to

accept, you'll see a rather funny scene and be left with a party of

Squall, Zell, and Quistis. If you don't, the party selection screen will

come up. Either way, Squall will give a tutorial on how to switch

members, then you'll leave Galbadia Garden. You can head to Deling City

now; if that's what you want to do, head to the clearly visible train.

However, you may want to take this opportunity to get some Level 6

cards. If so, go back into the Garden. Take the northeast exit from the

main hall, then take the door on the right on the next screen. There's

three students here, all of whom are card players. The girl (who says

something like, "We're too old for cards") uses all the Level 6 cards.

Keep playing her until you have whatever cards you want, then leave the

Garden and head to the train. Go up the stairs, and pay 3000 gil to

board the train.

Once you're on the train, head to the door you came in by and the other

team members will arrive. Selphie will head to the hall, and Irvine will

follow her; go after them to see a short scene. After that, head back to

the others. There will be another short scene, then you'll arrive in

Deling City.

By the way, now that you have Irvine, this might be a good time to start

learning Ifrit's Ammo-RF.

| OBLIGATORY FETCH QUEST |

(Amazingly, it's the only one....)

-Deling City

Draw Points: Thundara(r)

Hidden Draw Points: ?

Rare Cards: Kiros (see Queen of Cards side quest)

Leave the train station by the south side of the screen. Then go up the

stairs. After a brief FMV, your other two team members will be visible,

but Squall won't; move up and he'll appear on the screen eventually.

Talk to either team member and Squall explains that you're supposed to

meet with General Caraway. On the next screen, there will be a man

standing by the road; when you see the bus arrive, talk to the man to

get on. This bus will go right to Caraway's Mansion. Get off and talk to

the guard. He explains that before you can meet with General Caraway,

you have to go to the Tomb of the Unknown King and find an ID number to

prove you were there. (The ID number is different in every game, so you

basically have to go to the tomb.) Then he gives you a map of the tomb,

and explains how to use it. (hold Select when in the tomb; when the map

is up, you can leave by pressing the Triangle button, but your SeeD rank

will drop) After that, you'll be given several choices:

-Ready to answer

Pretty much self-explanatory. Don't bother with this until you've found

the ID, though.

-Buy a hint for 3000 Gil

If you choose this, the guard tells you that there's a GF inside the

tomb, and recommends you buy the location displayer if you're going to

try and find it. Not worth the price.

-Buy a location displayer for 5000 gil

If you buy this, you can see where you are in the tomb when you look at

the map. However, it's not too hard to find your way around in the tomb,

so don't bother with this unless you have a _really_ bad sense of

direction.

-Talk

The guard repeats what you're supposed to do and where the tomb is.

-Ask him to escort us out of town

The guard takes you to the entrance to the town, and suggests you rent a

car.

After talking to the guard, head out of town and to the tomb. If you're

having trouble finding it, look at the world map. There's a place just

northeast of Deling City where two small peninsulas almost meet; the

Tomb is at the edge of the peninsula on the west side. If you don't

understand those directions, just head northeast from Deling City and

you'll get to the tomb soon enough.

****

-Tomb of the Unknown King

Draw Points: Protect, Float

Hidden Draw Points: Cura

Rare Cards: Sacred, Minotaur (see Side Quests)

GFs: Brothers (see Side Quests)

When you reach the tomb, you'll see two Garden students run out. There's

a Save Point here, and a Draw Point with Protect. Use them if you want,

then head inside the tomb.

The ID number is on a sword in the second screen inside the tomb. You

might want to write it down. That's all you have to do here, but it's a

good idea to get the Brothers GF before going back. See the Side Quests

section for more details.

| THE SORCERESS |

(I suppose that title works...)

-Deling City: Parade

New Draw Points: Esuna(r), Zombie(r)

New Hidden Draw Points: Bio (r)

GFs: Carbuncle

Items: Weapons Mon May

After finishing your business at the tomb, go back to Deling City. Go to

Caraway's Mansion and give the guard the ID number. (Note: You give the

ones digit first, then the tens digit, then the hundreds digit.) Now you

can go to the mansion.

When you approach the doors, Squall will start wondering why both

Gardens are working with General Caraway, then decide it's not his place

to think about it. There's a Save Point by the doors; use it if you want

before going inside. (there's no real need right now, though) You'll

find yourself in the waiting room, and your teammates are getting

impatient. Talk to Rinoa, and she'll go to talk to Caraway, mentioning

that this is her house. After she leaves the room, Carway comes in;

you'll learn that he's Rinoa's father and the two of them don't get

along. He says he's decided that she should stay out of the operation

since she hasn't received the same type of training as the SeeDs. After

a brief dialogue, Caraway will lead you around the town, explaining the

plan along the way. Don't get too caught up with the details of the

plan; the actual sequence will be much less complex. After finishing,

Caraway says to meet him back at his mansion when you're ready. Note

that Rinoa is unavailable at the moment. Also, after this point, you're

going to be using the Junction Exchange option a _lot_...

Back at the mansion, Caraway will decide on the teams. Squall and Irvine

will form the sniper team, while Quistis, Zell, and Selphie will handle

the gate. You're in control of Quistis now; head for the door and Rinoa

will rush in, knocking Quistis back. Rinoa wants to help with the plan

by using something called an Odine Bangle to supress the sorceress'

powers, but Quistis says there's no time to make a plan, then leaves

Rinoa behind on her own. (Quistis is acting like Squall here. =P) Then

you'll leave the mansion; this would be a good time to save. Follow

Caraway; Squall and Irvine will have a brief conversation. (With Irvine

doing most of the talking. =P) There's a Draw Point with Thundara on the

way.

Once you reach the gateway, talk to General Caraway. (he's a bit hard to

see; he's standing between Zell and Quistis, except he's further up the

screen.) After he finishes talking, follow him. There will be an

automatic event and Caraway will head back to his mansion; then, Quistis

will decide to go and apologize to Rinoa. You're in control of Quistis'

team now; return to Caraway's mansion. When you go inside, you'll see a

short scene with Caraway and Rinoa, then Caraway will try to lock Rinoa

in. Rinoa rushes out before the door closes... and then Quistis' team

runs in just as it locks.

The scene shifts to Rinoa. There's a Save Point near where you come on

to the screen, and a manhole on the Northeast side of the screen. You

don't have to go down the manhole, but you can find the May issue of

Weapons Monthly if you head left a few screens down there. There are

enemies there, so Junction Rinoa properly. You'll have a chance to go

down there with Squall and Irvine in a little bit. Anyways, what you

have to do is climb the huge pile of crates and such, which isn't too

hard. On the next screen, climb the ladder, then move right about one

step. You can then climb the wall, and Rinoa will arrive in Sorceress

Edea's chamber. Once you regain control, approach the sorceress; Rinoa

will get blasted back. There will be an FMV of Edea walking to the

terrace with Rinoa being dragged behind her, then things start to get

really weird...

Squall and Irvine notice Rinoa up with the sorceress, then Edea gives an

unusual speech. President Deling wonders what she's doing and approaches

her, only to get zapped and tossed aside. Edea finishes her speech, then

walks away, mentions a "sacrifice", then raises her hand. There's an FMV

of a lizard-like statue coming to life and then running through the

streets, accompanied by an identical creature... The monsters jump to

the terrace and attack Rinoa, an action which does not go unnoticed by

Squall and Irvine. Unfortunately, the gate isn't open yet, so they can't

get in to help her.

The scene shifts to Quistis' team. Zell and Selphie start searching the

room; what you have to do is examine the shelves next to the door to

find a cup. Then, go the the statue in the upper-left corner of the room

and examine it to reveal a hidden door. This leads to a stairwell.

There's a Save Point here, which you should use. Go down the stairwell

and you'll find a ladder which leads to the sewers. Navigating through

here can be tough at first, so I'll try to give exact directions. Note:

In both the stairwell and the sewer itself, you'll fight shadowy enemies

called Creeps. You can draw Life spells from them. Anyways, from the

entrance to the sewers, head left, walk to the middle of the ladder

going across the water, and examine the waterwheel. You'll get on it and

be taken to another part of the screen. Head straight up. When you reach

the end of the next screen, Zell will hear the parade starting...

The scene shifts above ground with an FMV of the parade. The gate's

open, so Irvine rushes for it, then tells Squall to hurry up. Follow

Irvine, see another FMV, follow Irvine again, see another FMV... huh?

Seifer's on the Sorceress' float? No time to think about that now.

Follow Irvine for the last stretch and you'll make it through the gate.

You're now where Rinoa was earlier in the scenario. If you didn't get

the Weapons Monthly magazine before, get it now, since you won't get

another chance to find this one until Disc 3. Also, be sure to Junction

Squall and Irvine, as they've got a boss to fight soon. Climb the

structure like you did with Rinoa, then head left, climb the ladder,

then climb the wall. Now head left and climb another wall. Move forward

a bit and you'll come to the next screen; you're on the terrace now,

near Deling's body. Head to the back of the screen. Keep going, and

you'll find the two monsters attacking Rinoa...

----BOSS BATTLE----

Iguion*2 (Most likely, that's short for Iguana-Lion)

Weak against Earth/Holy

Immune to Fire/Poison

Be sure to draw Carbuncle from one of these guys; otherwise, you won't

have another chance to get it until near the end of the game. Besides,

they have a Reflect spell up until you get Carbuncle. You can also draw

Break spells from them if you want, but kill one of them first. Their

Magma Breath can petrify you in addition to doing a fair amount of

damage, and they have a powerful combo attack called Resonance. However,

their physical attacks aren't that strong. Since they're weak against

Earth, summon the Brothers GF if you got them. Otherwise, just focus on

one lizard at a time. After the battle, you'll get some G-Returners (You

can also Mug them during the battle, but then you won't get them

afterwards; not a big difference) and 20 AP.

-------------------

GF Carbuncle's stats:

Starting level: 16

Starts with Vit-J, Ability*3, Magic, GF, Draw, Item

I recommend learning Recov Med-RF first. It's only 30 AP, and it lets

you make Mega-Potions. Mega-Potions heal everyone for 1000 HP and can be

sold for a nice amount of money. After that, Counter, ST-Def-J and

Vit+20% are good ones to look at.

Head back one screen and open the hatch to get to the carousel clock.

Inside, pick up the sniper rifle just to the left of where you come in.

After some talking, it's back to Quistis' team. Go forward and open the

gate in front of you, then go to the upper-left corner and open the gate

there. You'll se a ladder; when you touch it, you'll knock it down and

can cross the water with it. Follow this path to reach a Draw Point with

Esuna. Now retrace your steps and go back across the ladder, then head

left. Go through the next gate, go forward, cross the next ladder, and

go through the gate on your right. You'll see a Draw Point on the other

side of the water in this screen; get to it from the next screen. It

contains Zombie. After getting it, (if you want it) go back to the right

and examine the waterwheel; then go right and examine the next

waterwheel to get to the other side. Go down, examine the next

waterwheel, go down again, examine the waterwheel again, and go down

again.

You're now on the screen where you entered the sewers. Knock down the

ladder nearby and cross it. This will let you get back to the Save Point

in the stairwell. Do so, then go back to where you knocked over the

ladder and head right. Use the next waterwheel, and you'll come to

another Save Point shortly. Climb the nearby ladder; you're almost done!

When you get off the ladder, examine it again and choose to go up. Zell

will say that you're just in time; go over to where he is and watch the

FMV. Once it's done, head over to the switch and use it.

The scene shifts to Squall and Irvine arguing. Irvine can't bring

himself to shoot, and Squall convinces him to try it, if only as a

signal. Irvine aims, and fires... but Edea blocks the shot with a

forcefield. Squall gets ready to attack head on, and the menu screen

somes up; be _sure_ to Junction Squall, Irvine, and Rinoa. After

preparing everyone, exit the menu screen. There will be a FMV where

Squall jumps from the roof, makes his way to the gate, and squeezes

through the bars. (why couldn't Edea do that and escape?) Then he'll

talk briefly with Seifer, and the battle begins...

----BOSS BATTLE----

Seifer

Weak against Poison

You've just got Squall in this fight. (Note: His HP is full at the start

of the battle.) There's no special strategy; just make sure you've got

good Junctions, or it's going to be a long fight. Not a hard one,

however; Seifer's physical attacks do only about 70 damage _without_

Vit-J. He gets the occasional critical, but even that's nothing to worry

about. Seifer's spells are the bigger threat, doing 200+ damage; if

you've got Carbuncle on Squall, try summoning it to reflect them.

Otherwise, just attack, healing when you need it. He'll go down easily

enough; in fact, just before writing this I managed to beat him without

any Junctions. (accidentally closed the menu screen too soon...) You

won't get anything for winning, but you can use Mug to steal a Hero

(sometimes even a Holy War) from him during the battle.

-------------------

Immediately after you defeat Seifer, you'll fight Edea. Luckily, Rinoa

and Irvine show up to help you at the start of the battle.

----BOSS BATTLE----

Edea

Pretty cool music here, huh? Anyways, Edea's spells are nasty, doing

around 400 damage. You have a couple of choices here; either summon

Carbuncle, which will cause her to cast Dispel on you instead of other

spells, or draw Cura from her when you need to heal. She also has a very

weak attack called Astral Punch; it does about 30 damage with Vit-J.

Note: You can Mug her for an Elixir. Actually, you don't need to win

here; the battle ends automatically after Edea says something like "Time

has run out, SeeDs!" After the battle, you'll get 20 AP.

-------------------

After the battle, there will be an FMV of Edea shooting a huge ice spear

at Squall, then the scene fades out and you get a prompt to save...

-END OF DISC ONE-

*****

-Disc Two

| IT'S LAGUNA AGAIN... |

(Have I mentioned enough times how bad I am at coming up with titles?)

-Laguna Flashback 3

Draw Points: Dispel(r), Drain(r)

Hidden Draw Points: Curaga, Reflect(r)

Yep, it's another Laguna sequence. This time, there's no setup, you're

just thrust into it. Anyways, as the scene opens, a little girl named

Ellone tells Laguna that someone's come to see him and is waiting at the

pub. After you regain control, use the save point, then search near the

door for a hidden Curaga Draw Point. Go downstairs and talk to Ellone,

then leave the house and head to the pub next door. Laguna will call

Ellone over, then you can go inside. Note: You may get into random

encounters when wandering around outside. These fights are easy, just

Bite Bugs and Caterchipillars. Anyways, inside the pub, you'll talk to

Raine, then Kiros will show up and greet you. Talk to him. After a

while, you'll be given some choices of things to ask Kiros about; ask if

you want, but when you're done, pick "Let's talk later...". Kiros will

join up with you, and you'll go off to fight some monsters. Be sure to

re-Junction Kiros; note that he has Irvine's stats in this sequence.

Leave the pub. In the southeast section of the area you're in, you can

find a Draw Point with Dispel, but it's not really needed. Head south

from the pub entrance to find a wooden bridge. When you go to the

bridge, Laguna and Kiros will have a short talk. After that's over, head

south. On the next screen, you'll see a Draw Point with Drain. Use it if

you want, then head south, or east for a hidden Draw Point with Reflect.

Basically, just keep heading south until you reach the town entrance.

(Buy stuff in the nearby shop if you want.) Then head back to the pub

and go upstairs. Raine and Ellone will be talking; Laguna wants to

leave, but Kiros makes him eavesdrop. =P After Ellone and Raine's

conversation, you'll regain control. Talk to Raine and you'll tell her

how many monsters you've defeated on your patrol. Raine tells you to

head to your room and get some rest. Go back to where the flashback

started, (if you forgot, it's upstairs in the house next to the pub)

save if you want, (probably a good idea, as there's a _long_ sequence to

go through before you can save again) and rest in the bed. That's it for

this flashback...

****

-Desert Prison

Draw Points: Berserk(r?)

Hidden Draw Points: Thundaga(r?)

Items: Tent, Pet House, Pet Nametag, Str Up, Combat King 001, Cottage, Rename Card

After the flashback, Zell wakes up in a prison cell with Selphie,

Quistis, and Rinoa. Quistis asks if he was in the "dream world" again,

and Selphie asks about Laguna. Zell says he was Ward and was working in

some sort of prison. Now you'll be in control of Zell. Talk to Rinoa

twice and she'll ask if Zell recognizes this room. He'll realize that

Ward was working in the prison they're now in...

After some more dialogue, the scene shifts to Squall. He'll try to think

about what happened, then there's an FMV of an elevator carrying him

up... Now it's back to Zell and the others. Some guards come in,

threaten you, beat Zell up, and take Rinoa away. Back to Squall; the

elevator stops, then Seifer walks in and tells two small red creatures

(Moombas) to take Squall away. In the next scene, Squall is hooked up to

a torture device. Seifer tries to get Squall to tell him what the secret

of SeeD is, but Squall isn't aware that there _is_ one. Seifer gloats

for a while, and the scene fades out...

Back to Zell... (getting tired of this yet? =P) Selphie tries to cast a

healing spell on him, but it doesn't work very well due to some sort of

anti-magic field. A Moomba comes in with some food and trips, then the

guard comes in again and threatens the Moomba. You have the choice to

help the Moomba or not; help it. You'll scare the guard away, and

Selphie will try to heal the Moomba. Choose to help.

Now it's Squall again. Seifer gloats some more, then leaves and tells a

guard to continue the interrogation. After a while, you'll be given a

choice between "...Just let me die" and "...I'll lie... I

must...live..." Choose the first option to save yourself a little

trouble later on in the prison. Either way, the scene will shift back to

Zell. Talk to Quistis and you'll start planning how to escape. Zell

decides that, since he uses his fists as weapons, he'll go and get the

other characters' weapons back. Zell gets the guard out of the way, then

leaves the cell with the Moomba following him. First, re-Junction Zell,

then go downstairs for a Save Point. (About time!) Then go up to Floor 8

to find the guards with your weapons. Head towards them and they'll

comment on the weapons. Get closer and they'll spot you, then attack.

They're pretty easy to beat, even though you only have one character.

They can cast Sleep on you, but that's about it. After you win, Zell

will reclaim the weapons.

Now it's back to Squall. Some Moombas will call him Laguna, then let him

down from the torture device... Then the scene shifts to Zell, Quistis

and Selphie. They've got their weapons back now, and the menu screen

comes up so you can Junction them. After you exit the menu, you'll hear

some guards talking... Biggs and Wedge come in and recognize Zell and

Selphie. After some rather funny dialogue, they attack you.

----BOSS BATTLE----

Biggs

Wedge

Yep, them again. And they're just as easy as before. You may want to

draw some spells from them, since they're so easy; Wedge has Reflect,

and Biggs has Regen. (As well as Haste and Slow, but you should be able

to refine those easily.) Reflect is a good Junction for Spirit, and

Regen is good for HP. Mug Wedge for a Strength Love, and Biggs for a

Regen Ring. If you didn't Mug them, you'll win some Remedies and

Elixirs.

-------------------

After beating Wedge and Biggs, leave the cell; another Moomba will come

down the stairs and say "Laguna" to your Moomba. They'll get excited and

run up the stairs. Then an alarm will sound. Now would be a good time to

save. A note: You can enter some of the doors in the prison. Walk up to

them and slide open. You should go down first and check the doors there,

as this is your only chance; here's what you'll find.

The Save Point is on Floor 6. Neither door on that floor has anything;

going down from Floor 6, the doors have:

Floor 5, Right Side: A prisoner who'll charge you 500 gil for a game of

cards. Win to get an item.

Floor 4, Left Side: Item box with a Tent.

Floor 3, Right Side: Item box with a Pet House.

Floor 2, Left Side: Item box with a Pet Nametag.

Floor 2, Right Side: Item box with a Str Up.

Floor 1, Left Side: Hidden Save Point. You need Move-Find set in order

to use it.

Floor 1, Right Side: It's hard to spot, but there's a yellow object on

the floor. Examine it to find Combat King 001. Read it to teach Zell his

Dolphin Blow Limit.

Moving up from floor 6:

Floor 7, Left Side: The cell you came out of.

Floor 8, Left Side: A guy from Garden running an item shop.

Floor 9, Right Side: Draw Point with Berserk.

Floor 10, Right Side: Another card player. He charges 300 Gil per game,

and will upgrade your Battle Meter the first time you win. The upgrade

lets you see how many enemies each character has killed and how many

times they've been knocked out. However, he doesn't give you any items.

Floor 10, Left Side: Save Point.

Floor 11, Right Side: Hidden Draw Point with Thundaga.

Floor 11, Left Side: Another card player, who charges 200 gil per game.

This one gives you items.

Nothing on Floor 12.

On Floor 13, you'll find Squall... and a LOT of Moombas if you decided

not to give in during the torture. Once you find Squall, you'll be in

control of him. Talk to the nearby Moombas; they'll offer to make a

shortcut on one floor of the prison. One gives you the choice of making

a shortcut on Floor 2, 3, or 4; choose Floor 4, as you won't be going

through the others. Choose whichever floors you want for the other two.

Now head out of the room. Zell will say that they should probably go

down, and Quistis will comment that it would be a pain with all the

monsters there. Squall will mention the elevator they used to bring him

up. After some more talking, Zell stays behind to operate the elevator

while the others go down. Don't bother re-Junctioning at this point.

Inside the elevator, Zell tells you to push the red button on the main

panel. Walk up to the center control and examine it to push the button.

You'll wind up on the bottom floor. On the next screen, you'll a huge

door; examine it and sand will pour out of it. Then you'll hear gunfire

and automatically rush out.

Now you're in control of Zell, who's being chased by guards. If a guard

catches up to you, you'll have to fight, which isn't much of a problem.

You _will_ have to start at the beginning of the screen, but it's still

not too tough. On the next screen, the Warden will catch Zell, but

Squall will come and and take care of him. Then Selphie and Quistis will

run in, and the guards will start shooting at you. It looks bad, but

then Irvine shows up and takes out a couple of guards. Rinoa's come

back, too. After some dialogue, Irvine will tell you to head up. You

have to make a party of Squall, Rinoa, and one other character. You're

now on Floor 9. Head up until Floor 13, and the scene will shift back to

Irvine.

One of the party members remaining with Irvine will suggest using the

elevator to get out, since going up doesn't seem to be an option. Re-

Junction yourselves and start heading down. Stop by the item shop if you

want, though. Then head down until you reach Floor 3, and the scene will

shift back to Squall. Move your Junctions around, then talk to the

nearby Moombas for a Cottage and a Rename Card. On the next screen, head

up the stairs. There's a hidden Save Point here. Head up the next set of

stairs to find a control room. Head out and an alarm will sound, and

you'll be attacked.

----BOSS BATTLE----

GIM52A*2

Elite Soldier

The Elite Soldier will cast boosting spells on the two robots. Take him

out first and this will be easier. The robots have a Micro Missiles

attack that halves your HP; just heal after this. Not too tough, all in

all.

-------------------

After the fight, you'll hear Irvine over the communications console in

the control room. Irvine will tell you to take the elevator up. Go back

down and use the Save Point. Now go back up and head back to where the

battle happened. Cross the bridge. The prison will start to move

underground; Rinoa and the third character will make it across, but

Squall won't. Once you regain control, you'll have to move Squall to

safety; just keep moving to the right, and you shouldn't have any

trouble. After the screen fades out, everyone will have found their way

back. You'll take two Galbadian military vehicles and drive away.

| KABOOM! |

(...I don't need to give a sarcastic comment here.)

-Desert

Draw Points: Aero(r?)

Rare Cards: Rinoa

In the next scene, you stop both cars and Irvine will say that Galbadia

is going to fire missiles at Balamb and Trabia Gardens. Squall will want

to warn the students at Garden; Selphie wants to stop the missiles.

You'll regain control now. Grab the nearby Aero Draw Point if you want,

then talk to everyone. When you talk to Selphie, you'll see some

missiles fire into the air... Irvine will say that he heard Trabia was

going to be the first one hit. Talk to Selphie again and you'll be asked

to choose Squall's team. You'll be using this team for quite a while, so

make sure it's a good one. You'll have a choice to change the team

assignments now; do it if you're not sure. Otherwise, pick "Go with it".

The two teams head off once your choice is finalized.

First, you'll have a short section with Squall's team. Head off the left

side of the screen and head to the control room. Watch the Galbadian

Soldier try to follow you, then you'll be in control of Selphie's team.

Note: At this point, you can go to Deling City and challenge General

Caraway to a game of cards. Lose the Ifrit card to him, (You can win it

back from Martine in FH) then ask him about cards and play again. He'll

probably use the Rinoa card now, and you can win it. You can also do

this later. Anyways, after doing any stuff you need to in Deling, drive

the car to the Missile Base; you may want to save before going in. Drive

the car in; if you go in without it, you'll see a funny scene, then have

to leave. So, get in the car and drive in...

****

-Missile Base

Draw Points: Blind(r), Blizzara(r)

Hidden Draw Points: Full-life(r)

Once you're in, Selphie will park the car and you'll get off. Go into

the nearby door. There's a Save Point here; use it if you want, then

examine the panel by the door on the left. One of your party members

will give you an ID card that was in the car. Selphie will use it to

open the door.

In the next room, you'll find a guard. You'll have three choices as to

how to get by him; I don't think it matters which one you choose, he

just says different (and funny) things. =P Head through the next screen;

there's another Save Point on the screen after. Go _straight_ down from

the Save Point (on the left side of the stairs you came down) to find an

easy-to-miss room. There's a Draw Point with Blind in here; more

importantly, there's two Galbadian Soldiers. Talk to the top one and

they'll tell you to deliver a message. Go back to the room you were just

in, and go through the door at the top of the screen. This is the

missile launcher room. Look just below the launcher on the left side of

the screen for a hidden Draw Point with Full-life; this Draw Point

recharges, so keep checking back. Anyways, talk to the soldier standing

next to the missile launcher and you'll give him the message. You'll be

given a choice of what to tell him the message was; it's "To go on

ahead", but it doesn't seem to matter what you tell him. Either way,

he'll ask you to tell them he's not done yet. Go back to where the

soldiers who gave you the message were and talk to them. They'll tell

you to do the inspection for them, since everyone else is too busy. Go

back to the guard you had to get past earlier and talk to him. He

leaves, and tells you to go ahead with the inspection. Go into the door

nearby.

There's a Draw Point with Blizzara here. Use it if you want, then

approach the control panel. You'll have a choice of "Ahh, just hit

whatever!" or "Hit a few buttons here and there..." Either way, nothing

will happen. After that, you'll have a choice of hitting more buttons or

banging on the console. Bang on it. You'll be told to press the Square

button repeatedly; do so and the lights will go out after a while. Leave

the room quickly; the maintenance team will show up right outside.

You'll have a choice of fighting them or talking your way out; talk your

way out and tell them that you were just going to go call on them.

They'll run in, then you'll run in after them and beat them up. =P Go

back to the screen leading to the launcher room; as you arrive, a

soldier will call the guards in to help. Head to the door; the guard

will walk out and you'll be given a few choices. First choose "Play it

cool", then "Help out". Go inside and talk to the soldier standing

alone; he'll ask you to help push the launcher in. Walk between the two

soldiers already pushing on it, and you'll automatically get into

position. Now hit the Square button repeatedly to push it. Talk to the

soldier standing alone again, and he'll tell you to set the coordinates

on the control panel.

Go to the control panel and examine it. You'll have a few choices;

Target, Equipment, Simulation, and Exit. If you go to Equipment and hit

Left, one of your characters will comment that you may be able to get it

to miss by setting the Error Ratio to Maximum. Go to Target, and you'll

have several other choices; Set Target, Set Error Ratio, Data Upload,

and Exit. You don't have the authorization to Set Target, so go to Set

Error Ratio. Hold Right and set the Error Ratio to Maximum. Now chooce

Data Upload. Go to Check Equipment and Simulation if you want, then

Exit. (Note: On the Check Equipment screen, hold the Card and Cancel

buttons and press Up to see the specs of a Galbadian Officer. =P) After

that, Save and talk to the guard by the right-hand stairway. Once you

get inside, however, a Galbadian Officer will see you and immediately

realize you're intruders.

----BOSS BATTLE----

Base Leader

Base Soldier*2

This is a pretty standard fight with Galbadian Soldiers. They're a

little stronger than most, but not too tough. The only thing of note is

that all three enemies have Confuse to Draw.

-------------------

After defeating the guards, examine the left-hand console. Selphie will

do... something. Examine the other two consoles in the room, then leave

through the North door. (Save first if you want) Examine the console and

you'll be asked to set a time. Set whatever time limit you feel

comfortable with; if you set 30 or 40 minutes, you'll have to go the

long way out of the base. Set 10 or 20 minutes for a quick exit. One of

the soldiers in the other room will do something at the console as you

leave... Just as you're on the way out of the base, you'll feel some

shaking. Then there will be a scene with some Galbadian Soldiers running

away. Once you regain control, head towards the gate... A Galbadian

Captain will be there, along with a large machine...

----BOSS BATTLE----

BGH251F2 (Iron Clad)

The timer's running in this battle, so be quick. Just keep hitting it

with your strongest attacks. It does a lot of damage, but if you have a

good HP Junction, you won't need to heal. As the battle goes on, several

of the Iron Clad's turrets will get blown off. Eventually, it will short

out, and the troops inside will run out to attack. Note: The Iron Clad

doesn't have anything to Mug.

Elite Soldier

G-Soldier*2

You won't have any trouble with these guys. =P When you win, you'll get

the June issue of Weapons Monthly and some common items.

-------------------

After the fight, head towards the fence in the back. After some

dialogue, there will be an FMV of the Missile Base blowing up...

(Note: If you did everything right here, you'll go up two SeeD ranks.)

****

-Balamb Garden

Hidden Draw Points: Demi(r?)

New Items: Mega-Potion, Gysahl Greens, X-Potion, Elixir, Remedy*2, Tent

The scene shifts to Squall's team. Before doing anything else, I

recommend going out and saving; it's going to be a _long_ time before

you can see the World Map again. Then go to the Switch menu and exchange

your Junctions. Also, it might not be a bad idea to stop by the Junk

Shop in Balamb to upgrade weapons. When you're ready, go back to Garden.

As soon as you get in, you'll see students running around, and a Garden

Faculty will be telling them to seize the Headmaster... And after a

while, you'll find there are random enemies around, too! Head further

in; at one point, a Garden Faculty will ask which side you're on. If you

say "I don't get it", he'll send a Grat and Caterchipillar to attack

you. It's an easy fight. If you say you're with the Garden Master, he

won't attack you. Either way, keep going. At the turnstile, talk to the

student on the ground twice to get a Mega-Potion. On the next screen,

you'll meet up with Fujin and Raijin, who apparently don't know much

more about the situation than you do. You'll tell them about the missile

attack, and they'll go off to warn everyone.

Now you can go all over Garden and fight off the Garden Master's troops.

At each of the various sections of Garden, you'll meet up with a Garden

Faculty who'll send monsters after you. You'll get items from each of

the areas except the Dormitory. I recommend you start by heading to the

Dormitory; you can rest and save there. You'll just have to fight a

Caterchipillar, which shouldn't be a problem. Here are the battles in

the other areas of Garden:

Cafeteria - A Bomb. It's rather high-level, actually; you can sometimes

Draw Firaga and Meltdown from it. Do that if you want, but it's not a

big deal. Once you're in the Cafeteria, talk to one of the students to

get some Gysahl Greens. Also, there's a hidden Draw Point with Demi that

only seems to appear during this sequence.

Quad - Bomb and Glacial Eye. No problem. When you meet up with the

students, tell them either answer, then talk to one for an X-Potion.

Infirmary - Here, the Garden Faculty is threatening some other students.

You have the choice of "Help them" or "Let them handle it". If you

choose to help, you'll fight a Granaldo. (the boss from the Training

Center) If you have Mug, you can steal a few Wizard Stones from it; it's

not too hard, though. Afterwards, talk to Dr. Kadowaki for an Elixir.

Library - A Grat. Inside the library, talk to one of the students for a

Remedy.

Training Center - As with the Infirmary, you have a choice of whether or

not to help out here. If you do, you'll have to fight a T-Rexaur; it's

strong, but you should be able to beat it. Talk to the student who was

being attacked to get another Remedy.

Parking Lot - You'll fight a Grendel here; again, nothing too tough.

After beating it, you'll see what looks like the Headmaster, but it's

actually just a hologram. Talk to one of the students for a Tent.

In the Cafeteria, you'll hear that this was Xu's plan; once you've found

this out, head towards the elevator and you'll see Xu go in. Follow her.

(you can fight the rest of the Garden Faculty's monsters first if you

want) She'll show up at the end of the hall on Floor 2. Squall warns her

about the missiles, and Xu tells you to go with her to Cid's office,

where he's been all along. =P

In Cid's office, he'll tell you to help with the evacuation, while he

tries something. After you regain control, talk to Cid; Squall will

volunteer to help with whatever he's planning. After a while, Cid

agrees, and gives you a key that will let you access the MD level where

you may find something... Talk to Cid again and he'll tell you to get

prepared. The menu screen will come up, but you really don't need to do

anything. (Though you can save.)

****

-Balamb Garden: MD Level

Draw Points: Full-life(r?)

Head back to the elevator... You'll see an FMV of the missiles in the

air, then it shifts back to the elevator, which stops suddenly...

Examine the hatch in the floor and you'll open it and climb in. Climb

down the ladder you find yourself on; at the end, you'll be on the MD

Level. You won't be able to get back for now, though. Examine the hatch

nearby; Squall will open it and you'll automatically go down. He'll

suggest you Junction Fire to your Elemental Attack in this section. It's

not really necessary, though. On the next screen, go down the ladder.

Then go through the door and examine the valve. You'll have 10 seconds

to push the Square button repeatedly in order to turn the valve; if you

don't succeed the first time, a second party member will help and you'll

repeat it, and the third will help if you failed the first two times.

It's not too hard.

Go out; you'll find that turning the valve has let you access a ladder

going down. Once you've climbed down, you can get a Draw Point with

Full-life. Head past it to find a ladder. You'll make a choice about who

investigates it. (I don't think it matters) Climb up. When you get high

enough, the ladder will and you'll crash through a window into a control

room. Examine the control panel nearby, then go back to the ladder. When

you get down, examine the blinking light nearby; it's a gate. You'll

open it and be able to reach _another_ ladder. Climb down to find a Save

Point.

Near the Save Point is a switch. Examine it, and you'll use it to open a

huge door in the distance. Head there, and you'll get attacked by two

huge monsters on the way...

----BOSS BATTLE----

Oilboyle*2

Weak against Fire

Immune to Water

Their "Sonic Wave" attack can Curse you, and their Oil Shot can Blind

you; however, they have Esuna in their Draw lists, so just cast it when

you get hit by status ailments. They still hit hard, though; however,

with a good Strength junction and Fira on Elem-Atk, the fight should be

over quickly. Also, they're vulnerable to Sleep; use this to get some

breathing room. After you do enough damage to one, it'll use a _very_

strong Oil Blast attack; try to finish it off quickly at this point. You

can steal Fuels from them, but you'll get Wizard Stones after the battle

if you don't steal. You'll also get 20 AP.

--------------------

After beating the Oilboyles, go to the door in the distance. Behind it

you'll find yet _another_ ladder going down. Start climbing, and you'll

see another FMV of the missiles on their way... Finish climbing down,

then head left to find a huge machine. Examine the nearby conolse;

you'll now activate the machine, which makes a platform rise straight

through Cid's office. There will be an FMV of Balamb Garden lifting out

of the ground and hovering away, barely avoiding the missiles. The scene

shifts to what's now become the bridge. After a while, one of your

characters will take the elevator down; talk to Cid and tell him you'll

investigate, then go to the end of the Floor 2 hallway and open the door

there. Go back in and you'll automatically return to the bridge; the

controls aren't responding and you're heading straight for Balamb.

Squall will hit buttons furiously, and the Garden will change course.

There will be an FMV of Garden dropping into the ocean, then the scene

shifts to Squall's room, where he ponders the recent events, then goes

to sleep.

| FISHERMAN'S HORIZON |

(Wow... another title that's actually decent. I must be slipping.)

-Balamb Garden

New Hidden Draw Points: Bio(r)

At this point, if you have Rinoa, she'll wake up Squall and ask for a

tour of the Garden. Go into each of the various sections to see some

rather funny scenes. =P If you don't have Rinoa, you'll wake up; I

forget just what happens in that case, so for now I'll write the

walkthrough for what happens if you _do_ have Rinoa in this team. Either

way, when you get to the screen with the Directory, a Garden Faculty

tells you that the Garden Master wants to see you and tells you to take

the elevator to Floor B1. Do so; you'll overhear Cid talking to the

Garden Master, and your third party member will come down the elevator.

(Note: If you're worried, go back to Squall's room and save before

talking to Cid.) When you regain control, talk to Cid. Then head off the

left side of the screen to meet NORG, a strange-looking creature. (Later

you'll find out he's a member of the Shumi Tribe.) He'll start ranting

and raving about your attempt to assassinate the sorceress, saying it

made her angry. Then he'll start getting more and more upset, and

eventually attack.

----BOSS BATTLE----

NORG Pod

Strong against Thunder

Poison has no effect

Left Orb

Immune to all elements

Right Orb

Immune to all elements

At first, NORG is hiding in his "shell". Attack the main pod while being

sure to keep hitting the side orbs; you can't destroy them, since they

just regenerate all their HP when you attack, but if you don't attack

them, they'll change colors. When they turn red, they'll cast a _lot_ of

spells. You can draw Bio spells from the Left Orb (but it's probably

easier to just refine them if you have Diablos) and you can steal a Mag

Up from it. The Right Orb has a Spr Up to steal. The pod has nothing.

Once you do enough damage to the pod, it explodes, revealing NORG.

NORG

Weak against Wind

Immune to Poison

Once NORG's exposed, draw Leviathan from him. You can also Mug him for a

Circlet. You may find it useful to summon Carbuncle here to deflect some

of NORG's spells, though they're not a major problem with a good HP

junction. He'll still be able to use his Psycho Blast attack on you,

though; it's fairly strong, but not much to worry about if your HP's

high. If you happen to have some Tornado spells, use them for some

serious damage; otherwise, just use whatever your usual boss-fighting

tactics are. He can cast Protect and Shell on himself; just use Dispel

when that happens. You'll get 20 AP when you win.

-------------------

GF Leviathan's Stats:

Starting level: 17

Starts with Spr-J, Elem-Def*2, Magic, GF, Draw, Item

As always, Boost is a good ability to start with. Other good abilities

are Supt Mag-RF, Recover, Auto-Potion, and Spr+20%. (which starts you on

the road to getting Spr Bonus)

Examine NORG's pod to find a hidden Draw Point with Bio. Leave the

screen and go back to the elevator. Head to the infirmirary to find Cid.

You'll get several choices of things to talk to him about. Talk to him

about all of them for some information, then leave.

Now head towards the Directory; Xu will run in and ask if you've seen

the Headmaster. She'll tell you that a ship is headed this way, and tell

you to go to the deck to see it. Do so and the ship will arrive. You'll

later find out that it's the White SeeD ship. They've come in peace,

then tell Cid that they've come for Ellone. Squall will recognize that

as the name of the little girl he saw in the Laguna flashback. Cid tells

Squall to get her; she's in the east side of the library. Go there, and

Squall will ask her what she knows about the "dream world". She'll say

it's hard to explain, but she's showing them the past... After more

explanation, Squall will get upset, then Xu will come in and take Ellone

to the White SeeDs. You'll see Ellone leaving while Squall's thoughts

flash by. Then you'll see a brief flashback to Squall's youth.

If you have Rinoa, she'll come in again and ask you to go for a walk

with her. Shortly after you leave the dorm, Cid will start talking over

the intercom, then suddenly sound surprised... The scene shifts to a

fisherman on a dock who comments on having a slow day, then there's an

FMV of the Garden floating straight towards him... =P

Back inside Garden, Squall heads to the bridge at Cid's request. Cid

tells you to go to Fisherman's Horizon, which is where you are. Note: If

you didn't win the Seifer Card from Cid earlier, you can do so now. He

also has some Level 6 cards now. Take the elevator down and your other

two characters will rejoin. Go to the deck and you'll arrive in...

****

-Fisherman's Horizon

Draw Points: Regen(r), Shell(r), Full-life

Hidden Draw Points: Ultima

Rare Cards: Irvine (see Queen of Cards side quest), Quezacotl

Items: Occult Fan III, Megalixir

As you enter the town, some fishermen warn you they don't want any

violence in here. After you agree, they'll tell you to see the Mayor,

whose house is in the center of town. Keep going for a couple of

screens; on the second, there's a hard-to-see ladder. Climb down it,

then head up the screen to find another ladder. Climb up that ladder and

head left to _another_ ladder. Head left to come to another screen, and

the Master Fisherman. Talk to him and you'll have a choice of things to

say to him; choose either and you'll get Occult Fan III. Remember where

he is; you'll want to come back later.

Now head to Mayor Dobe's house. (Note: If you walk past the Mayor's

house, you'll find Martine, the former Garden Master of Galbadia Garden.

You can play cards with him to win Level 7 Boss Cards, but he plays

_really_ slowly. Also, if you lost the Ifrit card to General Caraway

earlier, you can get it back now.) When you head upstairs to the Mayor's

house, he makes it quite clear that he wants you out of there as soon as

possible. After some more talking, you'll be asked to head back to

Garden. However, you may want to play cards first; Mayor Dobe has

Quezacotl's card, and his wife will have Irvine's card if you're far

enough on the Queen of Cards side quest. (See Side Quests for more

details.) Both are good corner cards. Also, both of them seem to have a

good supply of Level 6 cards. Note: If Dobe isn't using Quezacotl, try

getting all the common cards before playing him. He seems to use it more

often if you do. Finally, there's a hidden Draw Point with Ultima in

this room. Unfortunately, it doesn't recharge.

Head back to Garden. Just as you're heading back, you'll hear someone

screaming about Galbadian Soldiers. Head back towards the Mayor's house.

You'll see an FH citizen warning them about the Galbadians at the

station. Head back up; Flo will tell you that since the Galbadians are

probably here because of you, it's your responsibility. However, Mayor

Dobe will want to try reasoning with them and will head towards the

station on his own. Bad move. Follow Dobe. The next screen has a Save

Point and a Draw Point with Regen. The Inn/Item Shop is on the next

screen, but you don't need to head there just yet. You'll find the Mayor

on the screen after. BTW, there are random encounters here for the

moment. One new monster is the SAM08G; you may be able to either Mug or

win a Running Fire from it. You can also Card it and turn its card into

a Running Fire. This teaches Quistis the Blue Magic Gatling Gun, and can

be refined into 20 Demolition Ammo.

When you catch up with the Mayor, you'll listen in on him talking with a

Galbadian Soldier. You'll hear Ellone mentioned, and the Soldier will

threaten to torch the town... The Mayor pleads, but it's no good. You

have the choice to help now, or listen a bit longer. If you choose to

listen a bit longer, your other party members will force you to help.

Head towards the Soldier and the Mayor, and you'll be attacked by an

Elite Soldier and two G-Soldiers; a routine battle. After that, the huge

machine from the Missile Base will appear...

----BOSS BATTLE----

BGH251F2 (Iron Clad)

Weak against Water, Earth, Thunder

If you want Stop spells, the Iron Clad has them, and now's a good time

to Draw, since there's no timer. Still, they're not hard to refine, so

if you're in a hurry, don't bother. Mug the Iron Clad to get a valuable

Adamantine. Again. the Iron Clad isn't particularly tough if you've got

a good HP Junction. You'll get 20 AP after the battle.

-------------------

After you defeat the Iron Clad, it will slide away into the water, then

Selphie and her team will climb up... They escaped from the Missile Base

by climbing inside the Iron Clad. Now everyone will leave except Squall

and Rinoa. Talk to Rinoa for a short scene, then head back towards

Garden. On the way back, stop by the docks (East of the screen where the

Inn/Item Shop is) to meet up with the Master Fisherman's pupil and talk

with him a while for some funny scenes. =P If you've beaten the Iron

Clad, the kid will make one last attempt and actually get his line in

the water. Note: The man nearby runs a Junk Shop, and there's a Draw

Point near him with Shell. Then resume your trip back to Garden. You'll

meet Irvine on the way back; he'll talk to you for a bit, then he'll

join your current party. Now go and see the Master Fisherman again; the

ladder leading to him is just past where you met Irvine. You'll tell him

about his pupil's success, then start to leave. He'll stop you and ask

you to meet him at the Inn. Head there and he'll tell you about Mayor

Dobe. Then he'll ask if you want to talk some more; say yes and head

outside. Follow him to the docks, then talk to the shopkeeper. After a

rather long dialogue, talk to the Master Fisherman for a Megalixir.

He'll then leave, but you haven't seen the last of him...

Now, go back to the station. There's a house nearby; go inside to find a

Galbadian Officer yelling at a mechanic. Head towards them. The officer

is trying to get the Grease Monkey to fix the Iron Clad. Squall tells

the officer to step outside. (Note: There's an issue of Timber Maniacs

nearby.) After that, go outside and come back. Talk to the Grease Monkey

and he'll tell you that the officer escaped through the window. =P The

Grease Monkey will give you a Mega Phoenix as a reward. Now, go back to

where the Master Fisherman was to find a Full-life Draw Point. It

doesn't recharge, unfortunately. Finally, head back to Garden.

As you head back, Irvine will tell you to talk to Selphie, who's at the

stage in the quad. Go there and Cid will call Squall to the bridge, then

Irvine and Selphie will talk. The scene will shift to the bridge; Squall

will make a report, and Cid will decide that it's time to take action.

He'll announce that Garden is going to battle the Sorceress, then

appoint Squall as commander... much to Squall's surprise and

displeasure.

Squall will be laying in bed, mulling over this turn of events, then the

scene will shift to the others. Selphie and Irvine are going to get them

to play in the concert. =P You'll be asked to decide what instrument

Zell should play; he'll start playing it, and you'll be in control of

Irvine.

First, leave the stage and head back to Grease Monkey. The Galbadian

Officer is back, and he'll demand that you step outside. Leave and go

back in, and you'll find the officer lying on the floor, barely

conscious. =P Talk to the Grease Monkey for a Phoenix Down. (Yay.) Then

examine the Officer for 5 Fast Ammo, 5 AP Ammo, and 5 Pulse Ammo.

Now, go back to the stage. Pick the instruments for each of the 4

characters. (As far as I know, your choices here don't have any major

impact, but if you pick the Electric Guitar, Piano, Bass Guitar, and

Saxophone, the scene between Squall and Rinoa will be slightly

different.) When you do, the scene will shift to nightfall. Squall will

wake up. Leave his room; on the next screen, you'll meet up with Rinoa.

She'll ask you to come to the concert; you can try to refuse, but she'll

eventually force you to come along. Now, talk to Irvine twice, then head

down to the stage. Irvine, Selphie, Zell, and Quistis will play the

instruments you chose for them before. You can press Square to shift the

angle you see the stage from, but it's not really important. Leave the

screen and you'll find a magazine; examine it, and Squall and Rinoa will

start talking. (I thought this was a pretty funny scene. =P) After the

scene fades, Squall will be mulling things over in bed again; he seems

to do this a lot. =P The intercom will crackle, and Squall will be

called to the bridge.

| CHECKING UP ON THINGS |

(Okay, now I can insult my skills at coming up with titles some more.)

-Miscellaneous Errands

Rare Cards: Carbuncle, Leviathan, Gilgamesh, (see CC Group side quest),

Chicobo (see Chocobo Forests side quest), ChubbyChocobo (see Queen of

Cards side quest), Odin, (see Centra Ruins side quest)

Items: Pet Nametag

On the bridge, Quistis and Xu will suggest going to Balamb, and that you

let Selphie rest for a while. You'll then be in control of Garden!

Before heading to Balamb, though, there are some side events to do. At

this point, you can go to Winhill, Shumi Village, the various Chocobo

Forests, and the Centra Ruins to do side quests; you can also stop by

Timber, Dollet and Deling City to get some things you missed. Also, in

Timber I highly recommend buying Scrolls from the Pet Shop and refining

them into Wizard Stones; you should be at a point where 5000 gil isn't

too hard to get, especially with Recov Med-RF. Get 100 Firagas,

Blizzagas, Thundagas, and Curagas for everyone, as well as Bios, Stops,

and Dispels if you want them. While you're in Timber, talk to the guy

outside Timber Maniacs for a Pet Nametag if you encouraged him earlier.

At this point, the following Junctions are recommended:

HP - Regen (or Tornado if you can get it)

Str - Firaga/Blizzaga/Thundaga

Vit - Curaga

Mag - Demi

Spr - Reflect

Note: If you fight Odin and Draw plenty of Triple spells, go ahead and

put those on a stat to give it a BIG boost.

Once you've done everything you want to do for now, put Zell in your

team and go to Balamb.

****

-Balamb

New Rare Cards: Pandemona

New GFs: Pandemona

Items: Combat King 003 (later)

You won't be able to enter Balamb unless Zell is in your team. If he is,

talk to the Galbadian Soldier blocking your way into town. Then, move

away from the soldier and walk towards him. Squall will convince the

guard to let you in. Then, you'll be asked to make a party with Zell in

it; also, Selphie now becomes selectable again.

You'll have to do several things to get through this section. First, go

to Zell's house and go into the room on the right to find Ma Dincht.

She'll tell you about the situation. Next, go to the Hotel and talk to

the guards in front. They'll tell you to talk to the captain. Next, go

to the docks and you'll find out that the captain caught some fish and

said he was going to cook them. Go to Zell's house; Ma Dincht will say

that a man came in and cooked some fish, and the stench was horrible.

Finally, go back to the docks and talk to the dog. He'll start barking

like crazy and run off. Follow him to the train station; when you get

there, you'll see him run into the train and chase Raijin away. =P

Note: If you want, you can leave town. First, talk to the Big Bad Rascal

in Zell's house. He'll run off. At some point, he'll show up in the

house next door, consoling the Hotel Owner's daughter by offering to

check up on her parents. Go to the town entrance and talk to the guard.

Leave the dialogue box open until you see the Hotel Owner talk to Big

Bad Rascal; then, go back into town and talk to the Rascal. He'll offer

to help you leave town. If you accept, you'll be asked to make a party,

but you can't put Selphie in. Also, after doing the event at the town

entrance, you can play cards with the Hotel Owner's daughter to get the

Pandemona card; you can also get it from the Hotel Owner once you've

finished this section.

Whether you do that or not, go to the Hotel once you've woken up Raijin.

Fujin will kick Raijin straight out of the Hotel, then Raijin will

notice you and attack.

----BOSS BATTLE----

Raijin

Absorbs Thunder

Weak against Poison

G. Soldier*2

Weak against Poison

Pretty easy. Raijin's attacks don't do too much damage, and you can draw

Protect from him to reduce it. The soldiers, not surprisingly, are

wimps. Mug Raijin for two Str Ups, then just finish him off; an easy

task if you Junction 100 Bios to Elem-Atk. You'll get 12 AP for the

battle.

-------------------

Once you win here, you'll automatically go into the hotel and confront

Fujin. Then Raijin comes in (he sure recovered fast!) and you'll have to

fight both of them.

----BOSS BATTLE----

Fujin

Absorbs Wind

Weak against Poison

Raijin

Asbsorbs Thunder

Weak against Poison

This is a pretty tough battle if you're a beginner. Fujin's fairly

harmless; she'll cast Tornado at the start, but she can't use it after

you Draw Pandemona from her. So, do that right away. At this point,

she'll mainly use her Zan attack, which isn't too strong. However, she

sometimes uses Sai to drop a character to 1 HP. Raijin, on the other

hand, will start using his powerful Raijin Special attack when he takes

enough damage. Cast Protect (you can Draw it from Raijin if you want) to

reduce the damage. Use your best attacks on Raijin. Fujin has less HP

than Raijin, but a higher defense; most attcks do half damage to her.

The best way to damage her is with good Strength junctions and 100 Bios

on Elem-Atk. If you need healing, you can Draw Cura from Fujin. Once

again, mug Raijin for two Str Ups; Fujin has a Megalixir, but you'll get

that whether you Mug her or not. After the battle, you'll get Combat

King 002 and 20 AP.

-------------------

GF Pandemona's Stats:

Starting level: 19

Starts with Str-J, Spd-J, Elem-Atk-J, Elem-Def-J, Magic, GF, Draw, Item

After you win, you'll talk with them for a bit, then the scene will fade

to the bridge of Balamb Garden. Selphie will come in and ask you to go

to Trabia Garden.

Note: Come back here sometime during Disc 3. If you've got Zell in the

party, a girl at the entrance will tell him that a pigtailed girl was at

his house. Go to Zell's house, and Ma Dincht willl say she hasn't seen

anyone. Now, stay at the Hotel. In the morning, Zell will be gone; go

downstairs and you'll see him talking to the pigtailed girl. She'll give

him a book and walk away. You'll get Combat King 003. Also, you can find

an issue of Timber Maniacs in the Hotel Room.

-Trabia Garden

Draw Points: Thundaga(r?)

Hidden Draw Points: Zombie(r?), Aura

Rare Cards: Selphie

Items: Weapons Mon Aug

Once you arrive, Selphie will rush in (if she's not in your party

already) and climb the fence to get into Trabia Garden. Follow her, and

your other party members will show up on the next screen. After that,

you'll find Selphie talking to an old friend of hers. (There's a Draw

Point with Thundaga near them.) Talk to them; Selphie will tell you that

there's a basketball court in the back, and she'll meet you there. If

you take the right exit from this area, you'll come to a cemetery;

there's a hidden Zombie Draw Point and an issue of Timber Maniacs here.

Go back to where Selphie was and take the left exit from the area. Go

right if you want to talk to some people, otherwise just go left to find

a stage with a missile lodged in it. Examine the missile to find a

hidden (non-recharging) Draw Point with Aura. Now go left one more

screen to find the basketball court. Talk to your other party members,

and go to the upper right; a basketball will roll in, then Selphie will

arrive. There's now a long scene where you find out about the

characters' pasts; you'll have to move and talk to people from time to

time, but there's nothing special or complicated to do here.

When the scene's over, you'll be piloting Balamb Garden. Save, then go

back to Trabia Garden and challenge Selphie's friend to a card game. She

has the Selphie card. However, this region uses the Random and Plus

rules, so it'll be tough to win. Also, you can get the August issue of

Weapons Monthly nearby. (Weird that you can get the August issue now,

but you can't get the July issue until Disc 3...) Now, head to southwest

Centra and find the small building by a lighthouse; this is the

Orphanage. You can't go in, but you'll notice Galbadia Garden hovering

in the nearby forest. Pilot Balamb Garden near it...

 

| WARRING GARDENS |

(...there is something just _wrong_ with that one, but I can't quite

place it.)

-Balamb Garden: Under Attack

Items: Cottage

As soon as you approach the forest, the scene will shift to the bridge.

Squall and Nida will see Galbadia Garden approaching, then you'll be

given a list of orders to give the Garden students. I don't think it

matters what orders you give. After that, go down the elvator to find

your other party members. Choose a party, then take the next elevator

down. There will be an FMV of Galbadia Garden approaching. Talk to the

students in the hall to send them to their positions, then go to the

next screen. Talk to the Junior Classman for a Cottage. Now, go back to

the elevator and go to the first floor. Go to the quad to find Zell.

Talk to him; your other party members will show up, then Nida will call

you to the bridge.

The scene automatically shifts to the bridge. There's an FMV of Galbadia

Garden coming, and another one of Galbadian Soldiers charging into

Balamb Garden on motorcycles... by riding them off ramps straight into

the air. (These soldiers are crazy. =P) The scene shifts to Zell's team

in the quad. Equip them with GFs, then head left.

When you get all the way to end, there's an FMV of Galbadia Garden

crashing up against Balamb Garden; Zell and your third party members

will make it to safety, but Rinoa won't; she'll be desperately clinging

to the very bottom of Garden. Head out and go to the front gate. Squall

will be there. After some dialogue, you'll be prompted to choose two

party members out of Selphie, Quistis, and Irvine. The character left

out will help Xu; Squall's team will go to the classroom on Floor 2; and

Zell will help Rinoa. As you leave, Galbadia Garden will ram you. Re-

equip your GFs and head to the elevator. There will be an FMV of

Galbadian paratroopers storming Garden, then you'll have to fight...

----BOSS BATTLE----

Paratrooper*4

Weak against Poison

These guys are stronger than most Galbadian Soldiers, but still aren't

much of a threat. Easy.

-------------------

After fighting off the Paratroopers, you'll be called to the bridge. As

you head to the elevator, you'll get rammed again. Keep going; when you

reach Cid's old office, you'll meet up with Dr. Kadowaki. After some

talk, you'll decide to ram Galbadia Garden to get inside. Zell will come

in and say he couldn't get to the quad to help Rinoa. Things are looking

bad... Everyone will try to get Squall to save her, but he'll be

reluctant... then, Dr. Kadowaki will stand on the elevator. Go there,

and she'll tell you to encourage the troops. After some hesitation,

Squall will get on the PA and tell everyone what's going on. Then, Nida

will ram Galbadia Garden, allowing the Balamb troops to get in.

After that, you'll be in control of Squall. Go to the second floor and

head towards the deck. Talk to the Junior Classman and you'll tell him

to go to the elevator. Then, an energy meter will appear on the bottom

of the screen and a Galbadian soldier in a flying mech will ram Squall

right up against the emergency exit. Press the Confirm button and you'll

be given several choices; choose to "Look around for another option",

then press the button again and choose to press the button for the

emergency exit.

You'll now have a battle with the Galbadian Soldier; this is tricky,

especially since you start out at a health disadvantage. If you lose,

you'll be able to try again, try again with an extra 200 HP, or declare

it "Game Over". I don't recommend the third, as you haven't had a chance

to save for a while... Should you choose to try again, you'll get some

hints that may help you win. I can't really offer much help here.

Anyways, once you do enough damage to the Galbadian Soldier, you'll

knock him off and use his mech to help you save Rinoa. You'll then land

at Galbadia Garden; head left through the chaos to reach the entrance.

Squall and Rinoa will talk for a while, then you'll be asked to name the

lion on Squall's ring. (The default name is Griever.) This won't have

much significance right now. Anyways, after you regain control, head

inside...

-Galbadia Garden

New Draw Points: Protect(r)

Rare Cards: Cerberus

GFs: Cerberus, Alexander

Once you're inside, you'll meet up with your other party members. After

choosing a team, head to the save point; you haven't had a chance to

save for a while.

Wandering around the Garden, you'll come across several locked doors. To

open them, you'll need to get the keycards from Galbadian students

hiding in various rooms. To find the first student, go east from the

Save Point, then go through the doorway on the East side. Climb the

stairs; you'll find Fujin and Raijin here, but they won't fight you. Go

past them and head left. Go through the door on the right to find the

first student. Talk to him for Card Key 1.

Now that you have the first key, you can unlock some of the doors.

Retrace your path to the Save Point and go left. The first door on the

left can now be unlocked. This leads to the ice rink; there's a Draw

Point with Protect by the net. Note: The random enemies here are hockey

players called Slappers. They're worth 3 AP each, as well as pretty good

Exp, and fight in groups of 3 or 4, so this is a decent place to gain

levels and abilities while you're stuck in Galbadia Garden. Anyways,

once you're through the rink, leave through the door to the right and

you'll come out in another hall. The second student is in the door to

the right. He'll give you Card Key 2.

Go back to the hall you were just in and leave through the south exit.

You'll now be in the hall just west of the Save Point. Make your way

back to the stairs and go to the top. The second key will let you open

the door, which leads to the roof. Go down the nearby stairs and you'll

arrive on a small ledge overlooking the basketball court. Go to the

edge, and you'll jump down to the basketball court. Turn around to open

the door behind you, which leads back to the Save Point. Now go back

through the basketball court. Head straight to reach the main hall.

You'll see a large creature in the beam of light in the hall; walk

around it to find a Save Point. Now examine the creature and you'll

fight it...

----BOSS BATTLE----

Cerberus

Absorbs Thunder

Immune to Wind

While you don't _have_ to fight Cerberus, this is your only chance to

get him (and his card) until Disc 4, so I'm putting this in the

walkthrough. Cerberus can be quite tough if this is your first time

playing; he likes to cast Tornado a lot, as well as the occasional

Quake, and his physical attacks are fairly strong, too. Also, he likes

to cast Triple on himself; if he does, cast Dispel ASAP. If you're well-

Junctioned, this won't be too hard, actually, especially if you have

abilities like Recover and Darkside available. You can Mug him for a

Spd-J Scroll, and can Draw Quake spells from him, possibly even Triples.

Do that if you want. If you're really having trouble winning, go to the

ice rink or the top of the nearby stairs and build up a bit, and try

putting Aero (or Tornado, if possible) on your elemental defense. Win,

and you'll get 30 AP, as well as the Cerberus Card and GF.

-------------------

GF Cerberus' Stats:

Starting Level: 23

Starts with Str-J, Hit-J, Ability*3, Magic, GF, Draw, Item

Start by learning either Spd-J (which will ultimately lead to Auto-

Haste) or Spr-J (which ultimately leads to ST-Def-J*4).

Now that you've got Cerberus, it's time to look for the last student.

Head west from the main hall, then go through the door on the left side.

The third student is here; talk to her for Card Key 3. Now, make your

way back to the main hall and take the Northwest exit. When you reach

the hallway with the stairs, go up. At the top of the stairs, you can

fight plenty of Tri-Faces; they're worth 8 AP each, so this might be a

good place to build up abilities. Head left to find an elevator. With

the Card Key, you can use it; it takes you to the third floor, where

there's a Save Point... as well as Seifer and Edea. Use the Save point,

then approach Seifer. He'll talk for a while, then you'll fight.

----BOSS BATTLE----

Seifer

Weak against Poison

He's not that hard, if your HP is high. If you could beat Cerberus,

Seifer will be a cinch. Mug him to get 8 Mega-Phoenixes; otherwise,

you'll get 8 Mega-Potions after the battle. The only thing of note is

that his physical attack sometimes hits twice. Seifer's worth 20 AP.

--------------------

After the fight, Edea disappears through the floor... To find her, first

take the elevator down. On the screen with the stairs, go right to reach

a round walkway above the main hall. Circle around and go in the door on

the far right; it's the Auditorium. Rinoa will run in if she's not

already in your party, then Edea will come crashing through the ceiling,

and Seifer will walk in. The battle begins..

----BOSS BATTLE----

Seifer

Weak against Poison

At the start, Seifer is protecting Edea, and you can't hit her. It's

kind of funny, actually; you can summon a GF like Brothers that tears up

the landscape, and Edea will just stand there. =P Anyways, Seifer is

actually easier than he was before; his HP is lower, his physical attack

is weaker, and he can't hit twice. Mug him for a Hero/Holy war; you

shouldn't have any trouble winning.

Edea

Immediately after you defeat Seifer, Edea will use Maelstrom on you.

This attack halves your HP and causes Curse status. The Curse isn't much

of a problem, since you can Draw Esuna from her to remove it. Edea has

the Alexander GF. Be _sure_ to Draw it; you'll need its Med Level Up

ability to get the extremely useful Doomtrain GF. More on that in the

Side Quests section. Edea will use various support spells, like Dispel,

Silence, Slow, Death, and Reflect; deal with them as needed. She also

has attack spells, of course. Mug her for a Royal Crown, then hit her

with everything you've got. When you win you'll get 50(!) AP.

-------------------

GF Alexander's Stats:

Starting level: 25

Starts with Spr-J, Elem-Def*2, Ability*3, Magic, GF, Draw, Item

Good abilities to start with are High Mag-RF and Med Data.

After the battle, Edea will spout some strange mist, then the screen

gets blurry... You'll see Rinoa help Seifer up, then faint... Edea will

start talking, and say how proud she is of all of you, then the scene

will fade out... You'll be prompted to save and Disc 3 will begin.

 

-Disc Three

| SETTING UP THE REST OF THE PLOT |

(What? That's what it is...)

Disc 3 opens with Squall mulling over things in bed again. He'll get up

and go to the infirmary, where Rinoa is still unconscious. Then Quistis

will call him over the intercom and tell him to go to Edea's house. Go

to the bridge so you're flying the Garden, then head to the small

structure nearby... this is Edea's house.

-Edea's House

Draw Points: Curaga(r?)

Rare Cards: Edea

Items: Weapons Mon Jul

Your other party members will be waiting at the entrance, and Cid will

show up when you go inside. Talk to him, and he'll congratulate you, as

well as apologize for disappearing. Pick up the Timber Maniacs issue

nearby, then follow him to the beach. Also, if you head through the

nearby doorway, you can find a Draw Point with Curaga.

On the beach, you'll find Edea. She'll apologize for what happened; talk

to her to find out that she was posessed by Ultimecia, a sorceress from

the far future. As you try to leave, Squall will ask if they can think

of any way to help Rinoa, but they can't. The screen will turn black,

and the others will be talking in the background, while Squall is

thinking to himself. After the scene, Squall will make an announcement

over the Garden intercom, then you'll regain control.

Go back to Edea's house and play cards with her to get the Edea card.

It's an excellent corner card. Also, if you didn't win the Seifer card

from Cid before, do so now. It's tough, though, since they play with the

Random and Plus rules here. Or you can wait until later to do that.

To proceed, you have to go to the Infirmary; however, if you go to the

Training Center, you can find the July issue of Weapons Monthly. Take

the left path at the start and look for a small yellow object near the

fallen log. That's the magazine.

At any rate, save, then go to the Infirmary. Rinoa is still

unconscious... Squall will get upset, then a "Party Junction" screen

will come up, where you decide which characters to attach to Kiros and

Ward. (Squall is automatically attached to Laguna) Pick characters who

already have some magic on. Note: If you got the Timber Maniacs issue in

Shumi Village, Ward will not be in this scenario. This doesn't have a

big effect in terms of the story, since Ward doesn't say much anyways;

however, the battles will be easier if you've got Ward.

-Laguna Flashback 4

This is a rather pointless Laguna scenario, but it's also a rather funny

one. =P Laguna and his team have been hired to work on a movie. After

Kiros and Ward berate Laguna for losing all their money, the scene

shifts to the actual movie site. The director tells Kiros and Ward to

put on the dragon costume, then Laguna walks off. There's a roar in the

distance...

The director starts the scene. He calls for the dragon, but it doesn't

show up at first. Then a HUGE dragon walks on... and it's real.

Laguna now has to fight the dragon in a sequence that's kind of like the

one against the Galbadian Soldier near the end of Disc 2. While this one

is easier, (at least, that's what I think) the dragon can do twice as

much damage as Laguna. Always be ready to block. However, the dragon

doesn't attack very often, which makes this easier.

After beating the dragon, (for now, anyways) Laguna will run off.

However, the dragon stops him at the exit to the mountains... Kiros and

Ward will arrive now. You'll have the choice to fight the dragon now or

to run off for the moment; it's best to run, as Kiros and Ward aren't

Junctioned. Set your junctions, use the nearby Save Point, then go and

attack the dragon. You can also fight random battles here; the main

enemies are Mesmerizes.

----BOSS BATTLE----

Ruby Dragon

Weak against Water/Ice

Absorbs Fire/Wind

The dragon has high HP, but it's pretty low-level, so its attacks aren't

that strong. Put Blizzaga or Water on Elem-Atk, and this fight should be

easy. This isn't actually a boss; Ruby Dragons are normal enemies. If

you have the Tonberry GF, try using LV Up on the dragon to Draw Meteor

and Flare spells; however, this is somewhat risky. Winning this battle

nets you a fair bit of Exp, as well as 14 AP.

-------------------

After you defeat the dragon, Laguna will see something in the

distance...

Now, Ellone will start talking and explain that she can't stop using her

power at the moment, and you'll see a scene with Laguna talking to Edea

at the orphanage. When that scene's done, Ellone will tell you a bit

about what happened in the past, and Squall will decide to look for

Ellone in an attempt to help Rinoa. He decides to start by asking Edea

about the White SeeD ship...

-White SeeD Ship

Draw Points: Holy(r?)

Rare Cards: Shiva

Items: Sorceress'Letter, Rename Card

Back at Edea's house, talk to her and she'll say that the White SeeD

ship may be at an inlet in the Centra region, and give you the

Sorceress'Letter. Now you have to _find_ the ship, which can be quite a

time-consuming task if you don't know where to look. Head a little North

from Edea's house to find the right inlet. Circle around the perimeter

to find the ship.

When you first arrive on the ship, the White SeeDs won't believe you.

Head towards the upper edge of the screen. You'll find Watts and Zone,

from the Forest Owls. You;ll talk to them for a while, and then Zone

will run off. If you didn't win the Angelo card from Watts before, you

can do that now; he plays by Galbadia's rules, so it should be fairly

easy.

Also, go up the stairs Zone left by to find him. Talk to him a few

times; if you have the Girl Next Door magazine, he'll ask for it. You

can choose to give it to him for free, for 25500 gil, or not at all.

Give it to him for free and he'll give you a Rename Card and the Shiva

card. Look near him for an issue of Timber Maniacs.

Go back down the stairs, then go down another set of stairs near Watts.

The leader is here, and you'll show him Edea's letter. After you finish

talking for the first time, go to the nearby Draw Point for some Holy

spells. Then talk to the leader again. He'll tell you that Ellone got on

an Esthar ship. So, you'll have to go to Esthar to find her. The scene

shifts to the bridge of Balamb Garden, and Squall will tell Nida they're

heading for Esthar. To get there, pilot the Garden into FH.

| ESTHAR HO! |

(Don't ask. Please. Don't ask.)

When you arrive in FH, Squall will decide, in typical Squall fashion, to

do things on his own. He'll carry Rinoa out of Garden on his back. Keep

going right; the screen will get darker as you go further to the right.

Eventually, it fades completely, and the scene shifts to Squall walking

along the bridge to Esthar.

At the end of the bridge, Quistis and Zell are already there. =P They've

brought Edea with them; talk to her and she'll explain why she's come

here. The scene will fade, and Irvine and Selphie will show up. You'll

be asked to make a party... and you can put Edea in it! She won't be

with you for very long, though. Try her out for a bit; it's pretty neat

having the sorceress in your team. =P Anyways, go east to find...

-Great Salt Lake

Draw Points: Thundaga

The party will talk for a while at the entrance, then you'll have a

chance to make a party again. Just head in.

On the next screen, walk onto the dinosaur skull; this will let you

reach the upper level of this area. On the next screen, walk across the

long bone to reach a Draw Point with Thundaga. (Joy.) Jump off the

cliff; you've saved yourself about two screens of walking. Go north to a

cliff.

Head right for a Save Point, then go left from the cliff. As you head

towards the top of the screen, a huge skeletal creature will attack

you...

----BOSS BATTLE----

Abadon

Undead Monster

Weak against Fire, Holy

Not too tough, all in all. Mug it for a Power Wrist; otherwise, you'll

win 10 Flare Stones. The only trick here is that when it rears up to its

full height, its physical and magic defenses are massively increased. At

this point, use _only_ healing moves on it, as nothing else is very

effective. Recover is especially good; it'll do 9999 damage, or

instantly kill it if it has less than 9999 HP. You'll get 40 AP for

winning.

-------------------

After defeating the Abadon, go north. You'll see the sky blink. Examine

the blinking area, and a hole will appear. Climb into it along an

invisible ladder to find yourself in a mysterious building. (Note: Give

any spells Edea has to another character.) Head along the walkway; at

the end, you'll reach an elevator. As soon as you step on it, it starts

moving. When it stops, head out; another elevator will take you to

Esthar. Then you'll hear a familiar buzzing...

-Laguna Flashback 5

Draw Points: Death(r?), Double

Hidden Draw Points: Flare

Items: Weapons Mon 1st

The same Party Junction screen that showed up before the last Laguna

scenario shows up here, too. Pick whoever you want, then get ready.

Laguna, Kiros, and Ward are prisoners. A guard tells Kiros and Ward to

leave, and Laguna is left on his own. Talk to the two guards, and the

scene will fade. When it returns, talk to the guards again. Then, talk

to the Moomba twice. A guard will tell you to go up and tell the others

there's an emergency. However, Laguna will stay and talk to the other

prisoner and the Moomba for a while. The guard comes back, and attacks.

You'll have to fight one Esthar Soldier with just Laguna. No problem.

The elevator will come down, and another guard will show up. Laguna will

ram him against the wall, allowing the others to show up. Kiros and Ward

will run in now, followed by another guard. You'll have a chance to go

to the menu and set Junctions; do so. Then it's time to fight. You're up

against a normal Esthar Soldier, a cyborg soldier, and a Gesper. Nothing

too hard. Now, go up the elevator. You'll overhear Dr. Odine talking to

his assistant. After a while, you'll run out of the lab. When you regain

control, use the nearby Save Point and Death Draw Point, then go back

into the lab. Pick up the magazine (it's the first issue of Weapons

Monthly) and go down the elevator. You'll find Dr. Odine here. As you

approach him, another group of security guards will show up...

This is much like the last fight with security guards, except the Gesper

is replaced with an Elastoid. It's still pretty easy; you might want to

Mug the Elastoid for a Laser Cannon, though. After the fight, you'll

confront Dr. Odine, but he'll run away. Head out of the lab and he'll

tell you that Ellone is in his laboratory. You'll automatically go

there; soon after, you'll be attacked by a couple of normal Esthar

Soldiers. Examine the nearby Draw Point for Double; there's also a

hidden Save Point here that you may want to use. Then, go to the weird

object in the middle of the room; it's an elevator. Choose to sit down

on it, then when you arrive on the next floor, look to the left of the

door for a hidden Draw Point with Flare. Go in the door for one more

battle, against two cyborg Esthar Soldiers. Then examine the nearby

control panel to open the door on the lower level. You can also look in

on Ellone from the window here. Go back down and through the door to end

this sequence.

-Esthar

Draw Points: Blizzard(r?), Tornado(r?), Curaga(r?), Quake(r?)

Rare Cards: Ward

Items: Occult Fan IV, Rosetta Stone

You'll be back in Esthar now. A vehicle will come and take you to the

Presidential Palace. You'll be taken to the waiting room, where Dr.

Odine will meet with you. He'll give you permission to see Ellone; after

you regain control, play cards with him to get the Ward card. Talk to

the Presidential Aide, and he'll tell you to go to the Lunar Gate when

you're ready.

Now, leave the palace. There's a Blizzard Draw Point nearby, but you

definitely don't need it. Head left and examine the lift; take it to the

Airstation and get off. Talk to the Presidential Aide here, then go back

to the palace. Just outside of the room where you met Odine, there's a

Presidential Secretary. Talk to him, then examine the spot where he was

standing for Occult Fan IV.

Before leaving the city, pay a visit to the Shopping Center. Visit all

the shops. Johnny's Shop is usually closed, but keep trying to go there,

and it'll eventually be open. You can buy some strong healing items

there if you have the Familiar ability, and ķf you just visit it once,

you can use Call Shop to go there anytime. Cheryl's Shop is always

closed, but if you keep trying to visit it, you'll get a Rosetta Stone

eventually. It's probably the most valuable item in the game, as it

teaches a GF Ability*4. Also, there's a Tornado Draw Point in the

shopping center. There's also a Curaga Draw Point on a screen near the

city entrance, and a Quake Draw Point outside Dr. Odine's lab. Also,

head two screens west from the Curaga Draw Point and talk to the soldier

here; this will let you get Combat King 004 later. Once you're done

here, leave the city. Your next destination is Lunar Gate, but you can

also go to Tears' Point... see the Doomtrain side quest for what you can

do there.

***

-Lunar Gate

Go inside the building. An attendant will greet you; walk over to her

and Rinoa's dog will rush in. Then, you'll get taken to another room.

Now, nobody has explicitly mentioned this before now, but you're going

out into space. A staff member will ask if you're sure about this; say

yes, since you don't really have a choice. You'll be told to bring one

other character with you; Edea will stay behind, and Zell will ask to

stay and protect her. It doesn't matter what you choose here. Now you

have to pick one of the remaining 3 characters to go to the Lunar Base

with you; there will be _no_ battles on the Lunar Base, (well, unless

you decide to fight Diablos there...) so take that into account when you

make your decision. Get in the capsule, and there will be an FMV of the

launch.

After you get launched into space, the scene will shift to Zell. As you

leave the Lunar Gate building, the ground will shake... Go outside, and

you'll see an FMV of a huge monolith moving towards the city of

Esthar... Choose your third party member and head over there.

| OUT OF THIS WORLD! |

(I can't believe I just did that...)

-Esthar: Lunatic Pandora

Items: Combat King 004

Once you're in Esthar, first head to the soldier I mentioned before.

Talk to him; another soldier will walk onscreen and give you Combat King

004. Now, go to Dr. Odine's laboratory. The doctor will tell you that

the huge monolith is the Lunatic Pandora. Then, he'll explain where you

can try to get inside to stop it. It'll take 20 minutes for it to pass

through, and you can board it only during certain intervals. Also, the

later you try to board it, the harder a battle you'll have to fight to

get in... If you've gotten Odin, you should definitely use Enc-None to

save time. The timer starts as soon as you leave the lab, so head

straight for the first contact point; it's the screen west of the Curaga

Draw Point. You can board the Lunatic Pandora here when there's 12 - 15

minutes left. You'll have to fight an Elite Soldier and a G-Soldier; not

a problem.

Now you're inside the Lunatic Pandora.

(Note: You don't actually _have_ to get on the Lunatic Pandora. If you

run out of time, the scene shifts to the one after you get kicked out.)

***

-Lunatic Pandora

Draw Points: Meteor(r), Curaga(r), Confuse(r?), Silence(r?), Ultima(r?),

Holy

Items: LuvLuvG, Power Generator, Phoenix Pinion, Combat King 5

There's a Meteor Draw Point near you, and it recharges rather

frequently. Take advantage of this while you're here. Go up the stairs

to find three elevators and a Curaga Draw Point. Take the elevator

marked 03; it turns out that this is the place where the second Laguna

scenario occured! You'll get items here based on what you did in there,

so if you followed my walkthrough for that area, you'll be able to get

the items listed here. The enemies here are just wimpy Galbadians, so

you shouldn't have trouble with them. Head southeast to a stairway, then

climb down the nearby ladder, and enter the alcove nearby. Keep looking

to find a LuvLuvG. The nearby Draw Point has Confuse. Now, head left.

You'll come to three doors; they're the hatches from Laguna's second

scenario. If you opened them there, they'll be open here. Go inside the

right-hand one for a Power Generator, the center one for a Draw Point

with Silence, and the left-hand one for a Phoenix Pinion. Head left to

find Combat King 5, and go into the door to find a Draw Point with

Ultima.

Go back to the main elevator room. Go up the elevator marked 01; there's

nothing up the 02 one. Head left for a non-recharging Draw Point with

Holy. Go up from here for a hidden Save Point. Head north from here, and

a strange robot will toss you out of the Pandora.

You'll see the Lunatic Pandora move into position over Tears' Point,

then the scene shifts to Squall...

***

-Lunar Base

Rare Cards: Alexander, Laguna

There will be a short scene in the control room, then your capsule will

arrive. Talk to the man in white, (Piet) then go over to where Rinoa is.

Follow Piet to the Med Lab; there's a Save Point here. Use it, then

challenge Piet to a card game. He has the Alexander card, but be warned:

The Lunar Base uses ALL the rules. If you can't win it here, you'll have

another chance later.

Go to the next room, and you'll leave Rinoa there. Piet will head to the

bridge. Save; there's another rare card to be gotten here, and if you

don't get it now, you won't be able to until Disc 4. (And I haven't even

gotten it _then_.) Leave the med lab, and go up the stairs when you

reach them. Follow the hall to the end to find Ellone's room. You can

win Laguna's card from her, but you'd better be patient, since it may

take a while to win and you won't get another chance. It's worth the

trouble, though, as the Laguna card can be refined into 100 Heros! If

you're not a big fan of cards, though, you may as well skip this one.

Talk to Ellone normally, then leave the room; she'll follow you.

Now head to the bridge. (It's a good idea to save at the med lab first,

though.) Examine the monitor beside your other party member to get a

look at the moon. The operator will tell you that the Lunar Cry is

starting. Leave the bridge and head to the med lab...

As you head towards the med lab, sirens start going off... Go towards

the lab and you'll see the medical technician get tosed out, and Rinoa

staggering strangely. You can try to approach her, but you'll just get

tossed away... Something strange is going on here... Just head to the

bridge. No matter how fast you get there, Rinoa is there ahead of you.

She deactivates one of the seals on Adel's Tomb... Aprroach her, and

she'll stagger out... Your second party member will run over to the

monitor. Head there, and you'll see that the monsters on the moon are

going crazy... Go to the upper level... you'll see an FMV of the Lunar

Cry... Pretty creepy-looking.

Now, head towards the nearby glowing doorway. This takes you to the

locker room; approach the glass window, and you'll see Rinoa go through.

Examine the spacesuit in one of the lockers to put it on, then go after

her. You'll come to the airlock; Rinoa will go through, but you won't be

able to make it, so you'll have to head back. As you do, Squall will

realize that this must be Ultimecia's doing...

As you leave the locker room, two aides drag the President (in a space

suit) away. Head to the bridge and talk to Piet to see Rinoa break the

manual seal on Adel, who falls to earth with the monsters... You have to

leave now. Talk to Ellone, then follow the others to the escape pod. Go

down... You'll see an FMV of the Lunar Cry reaching earth, then you'll

be in the escape pod. There's a Save Point here; use it.

Go through the door on the right to reach the next room. Talk to Ellone,

then go to your place in the pod. Watch the Lunar Base crash, then

Ellone will send you into Rinoa's past. There's nothing to do here, just

watch the scenes. When it's done, Squall will go into space...

Now comes a tricky minigame. You have roughly a minute and a half to

catch Rinoa as she floats towards you, and you don't get directions

unless you fail. If you do, choose to start over. Once you succeed,

Squall will grab Rinoa, then you'll float over to a dragon-shaped

spaceship...

***

-Ragnarok

Draw Points: Life(r)

Hidden Draw Points: Full-life

When you come in, you'll see a Save Point. Use it. Then, head towards

the next room; Squall will close the airlock. In the next room, you'll

take off your space suits, since you don't need them now. Head to the

next room; you'll see a strange creature on the lower level. You've got

no choice but to head there...

The creature is an alien called a Propagator. There are 8 of them on the

ship. Now, it's important to kill the Propagators in the correct order.

You have to first fight one Propagator, then fight another one of the

same color. If you don't, they'll revive each other. I'll use the room

names to help you find the Propagators of the correct colors.

Purple: 1. Hangar (this is where the first Propagator you see is)

2. Entrance (go through the big door in the Hangar, then go

through the door on your left)

Red: 1. Aisle (go through the big door in the Hangar)

2. Aisle (upstairs from the Hangar; I think it only appears once

you've gone through the door on the Aisle with the elevator) Note:

There's a Draw Point with Life here.

Green: 1. Passenger Seat (go through the door in the back of the Aisle

with the elevator) Note: A computer here tells you how to kill

the Propagators.

2. Air Room (head back towards where you entered the Ragnarok)

Black: 1. Hangar (go through the small door in the main room of the

Hangar) Note: There's a Save Point here, and a hidden Draw Point

with Full-life.

2. Aisle (go through the left-hand door in the Entrance) Note:

The elevator here will take you to the bridge once you've beaten

all 8 aliens.

Also, a sidenote: Rinoa can't use her Angelo Limit Breaks here, since

Angelo's not here. However, she has a new Limit Break, Angel Wing. This

is essentially a variation of Berserk; you can't control Rinoa, but

she'll cast spells when her turn comes up, and they'll do more damage.

It's not that great, but try it if you want.

----BOSS BATTLE----

Propagator

Fighting the Propagators is the easy part. They have quite low HP, and

can even be killed by Odin on occasion. Their attacks are a bit strong,

and they use status spells, but if you have Recover and Treatment,

they're not a big threat. They also drop various Stones (Death, Flare,

Ultima, etc.) when defeated. Alternatively, you can Mug them for Wizard

Stones. Each Propagator is worth 5 AP, making this a decent place to

learn GF abilities. (Though there are better.)

-------------------

Once you defeat all the aliens, head to the bridge and watch the ensuing

scene. You'll return to earth!

| DOWN TO EARTH |

(Ha. I funny.)

-Spaceship Landing Zone

When you return, some Esthar officials will be on the scene and take

Rinoa away, since she's a sorceress and they have to seal her powers.

Squall will protest, but Rinoa will go anyways...

Go back to the Ragnarok and head to the Passenger Seat. Your other team

members will come in, starting with whoever went to Lunar Base with you.

However, Edea's no longer a member. After a while, Quistis and Zell will

make you go and find Rinoa. As you head out of the room, the ship takes

off... You're flying!

Go to the bridge to find Selphie and Irvine. You can now fly around the

world in the Ragnarok. One useful feature is the auto-pilot; bring up

the big world map while you're flying the Ragnarok, and select any town

on it. You'll fly straight there. You may want to explore the world

right now, but first, get Rinoa back. Head to the Esthar Sorceress

Memorial...

Note: If you missed the Alexander card in the Lunar Base, you still have

a chance to get it now. On the Abadan Plains south of Esthar, there's a

peninsula; if you wander around on the peninsula, you'll find a crashed

space pod. (It's invisible on the map.) Piet is here, and you can win

Alexander's card from him if you didn't already; also, be sure to

remember where this place is...

***

-Sorceress Memorial

Draw Points: Stop(r)

Use the Stop Draw Point at the entrance, then approach the guards.

They'll let you in to see Rinoa. Inside, you'll chase away the

researchers; head left, and you'll find Rinoa. You'll automatically head

out; some soldiers will stop you, but a large man will appear and

silently motion them to let you through. Leave, and Squall will seem to

recognize him. I think you can guess who he is.

Back on the Ragnarok, you'll decide to head to Edea's orphanage...

***

-Edea's House

The events here will be a bit different depending on whether Rinoa is in

your current party or not.

If she's not in the party, you'll see Angelo when you come in. He'll run

off; follow him to find a flower field. Your party members will run off;

now talk to Angelo, and Rinoa will walk in.

If she _is_ in the party, talk to Edea. Then you'll see Angelo run off

as you exit the orphanage. Your third character will run out.

Either way, Squall and Rinoa will talk for a while, then Zell will run

in and tell you that someone sent a transmission to you from the Esthar

Presidential Palace... namely, Kiros. Sounds like you'd better go

there... Edea will talk to you briefly as you leave.

***

-Esthar

Rare cards: Squall, Phoenix (see Queen of Cards side quest)

Here's something convenient; you can land the Ragnarok at the Esthar

Airstation. There are random encounters here, so be ready. You can Mug

and win some good items from the enemies here, though. One particular

place to keep in mind: From the Save Point, go southeast, then head

north using the path next to the lifter chute. Go to the east section of

the screen. Here, talk to the shadowy figure on the railing and you'll

fight an Elnoyle. Leave the screen and come back, and the shadowy figure

will be back, allowing you to fight Elnoyles any time. Quite handy for

getting Energy Crystals. Anyways, head to the Presidential Palace.

You're now allowed into the President's office.

When you enter the office, Squall will recognize the two aides as Kiros

and Ward... So, guess who the President is. =P Walk over to them and

Laguna will start talking to you. Now talk to him; you can also play

cards with him to get Squall's card. There are several topics you can

ask about; if you ask about what he's doing here, you can find out more

about what happened after the last Laguna scenario. What you need to do,

though is ask for the mission briefing. Then, talk to Laguna again and

agree to do the mission. You'll automatically go to the Ragnarok. Laguna

will stay in the Passenger Seat, so you can win Squall's card from him

any time.

Now that you have the Ragnarok, this is a good time to do some of the

side quests. Do whatever ones you want, then pilot the Ragnarok to

Tears' Point to find...

***

-Lunatic Pandora

You'll ram through the Lunatic Pandora's shields with the Ragnarok. Talk

to the pilot (who varies depending on who's in your current team) if you

want to leave; otherwise, head to the Entrance and walk out. Fujin and

Raijin will show up and attack.

 

----BOSS BATTLE----

Fujin

Absorbs Wind

Weak against Poison

Raijin

Absorbs Thunder

Weak against Poison

They've learned a few new spells, but if you use strong Poison-elemental

attacks, the battle will be over so soon that you won't have to worry.

If you Mug Raijin, you'll get a Hyper Wrist; otherwise, you'll get two

Str Ups after the battle. You'll get a Megalixir from Fujin whether you

Mug or not. The only thing of note is that you may be able to draw Full-

Life from Fujin if she's at a high enough level. They're worth 20 AP.

-------------------

After beating those two, hed to the next screen. Wedge and Biggs are in

the lower-right corner; talk to them for a laugh. Go through the nearby

door. Don't worry about the enemies here; they're all Level 1. The

Behemoths are still pretty strong, though. If you didn't get in here

with Zell, refer to that section for where to get the items. The only

difference is that the Save Point is clearly visible now. Aside from

that, just make your way to where the robot kicked you out before...

this time, instead of throwing you out, it attacks.

----BOSS BATTLE----

Mobile Type 8

Weak against Thunder

Left Probe

Right Probe

This robot has two modes. In the first mode, if you hit the main body,

the two side cannons will counterattack for a fair bit of damage. In the

second mode, the side cannons will fly off the main body, and will

counterattack if you hit them. The robot isn't much of a threat in the

first mode; it'll just use a weak attack on you occasionally. In this

mode, try to Mug the two side cannons. The left one gives you 4 Vit Ups,

while the right one gives you 2 Str Ups. The second mode is much more

dangerous; shortly after shifting into this mode, it uses a Corona

attack that drops your entire team's HP to 1. Heal up quickly after

this; just before it shifts modes again, it'll use a powerful Megido

Flare attack on your whole team. Do NOT use GFs in this battle; they'll

just trigger its counterattacks, and probably won't survive Corona. Use

single-target attacks on the main body; also, Counterattack is good, as

it'll let you do some damage against the first mode. Like the Orbs in

the battle with NORG, the side cannons can't be destroyed. The main body

can be Mugged for a Laser Cannon, but don't bother Mugging it, as you'll

get two after the battle if you don't. You'll get 40 AP after the fight.

-------------------

After beating Mobile Type 8, you may want to go back and save. After

that, go to the room past Mobile Type 8 and watch the scene play out,

then Seifer will attack you.

----BOSS BATTLE----

Seifer

Weak against Poison

This shouldn't be too tricky. Mug Seifer for another Hero (of course,

you'll probably win one afterwards anyways) and Draw Aura spells from

him if you don't already have a good supply. You'll get 40 AP.

Also, if you got Odin before this battle, he'll try to Zantetsuken

Seifer, but it will backfire. After you defeat Seifer, or enough time

passes, Gilgamesh will appear and blow Seifer away. Now Gilgamesh will

appear randomly during battles, and Odin won't; actually, Gilgamesh is

even _more_ annoying than Odin when you don't want him.

-------------------

Seifer will run off, and if Rinoa's not in your party someone will run

in and tell you that Seifer grabbed her. You'll be asked to make a

party, then you'll see Seifer taking Rinoa to Adel... Now you'll be

asked to save. It is now ESSENTIAL that you save in a separate slot,

especially if you have side quests left to do, since you won't be able

to go to any towns after this. Now, Disc 4 will begin...

-Disc Four

| THE TIME IS NIGH |

(Don't worry. You won't have to suffer through my titles much longer.)

-Lunatic Pandora: Save Rinoa!

Draw Points: Break

You can't leave the Lunatic Pandora now. All there is to do is go and

find where Seifer took Rinoa. Go back to the room where you fought

Mobile Type 8; there's now a "bridge" over to the structure on the

right. Climb the first ladder; then, climb the second one to find a Draw

Point with Break. (It's hard to see.) Climb back down, then walk over to

the slanted beam; walk up it. You'll soon come to Seifer and Rinoa. Just

as you get there, Adel wakes up and grabs Rinoa...

----BOSS BATTLE----

Adel

Rinoa (Keep her alive!)

Those of you who rely on GFs are toast now. You _need_ to have good

Junctions in order to win this battle. If Rinoa dies, you lose, and Adel

will keep draining her. (Note: I don't think Junctioning will affect

Rinoa's stats in this battle.) The Recover command will be useful here;

always have one person ready to use it on Rinoa, since Adel will keep

draining her. Basically, keep Rinoa healed while hitting Adel with your

strongest single-target attacks. If you plan to use Limits, Squall's is

a bit risky, as Fated Circle and Blasting Zone hit all the enemies, and

Selphie's picks targets randomly, but everyone else's Limits are fine.

If you haven't gotten the hang of Junctioning yet, this will be a tough

battle; if you have, however, it's quite easy. Mug Adel for a Samantha

Soul; you can also Mug Rinoa for 8 Megalixirs, but make sure the

character trying that has a _low_ Strength. You won't get anything after

the battle.

-------------------

Once you defeat Adel, Ellone will send Rinoa into the past, allowing

Ultimecia to acheive time compression. Now you have to make it through

the time compression to defeat her.

-???

Draw Points: Triple

Hidden Draw Points: Flare(r?)

Watch the FMV of time getting compressed. When it's over, you'll be in a

room with a save point. Suddenly, a whole bunch of Save Points appear.

Save, then continue to the next room. Someone who looks like Edea will

be there, then a battle will begin...

----BOSS BATTLE----

"Sorceress"

A simple, although strange, battle. There are a number of "Sorceresses"

who will attack; the first few will be weak, the next few will be a bit

stronger, and the last Sorceress will be quite strong. Also, every time

another Sorceress appears,, the battlefield shifts to a different scene.

You can Mug them for various stones, and you'll probably get some when

you win. The only one you really need to worry about is the last one,

and even she's not that hard. When you hit her, she'll counterattack,

but it only does about 1000 damage. Also, if you have Counter on, you'll

counter her counterattacks! =P After a while, she starts counting down

from 5; when she finishes, she'll use Ultima. You'll probably kill her

before then, though. You'll get a whopping 55 AP for winning.

-------------------

After defeating the "Sorceress", you'll appear in Edea's house... Head

to the beach. As you walk further on, dead SeeDs will materialize, and

you'll see an FMV of a creepy-looking castle... This place is weird.

Keep going until you reach a chain. (You'll find a Draw Point with

Triple just before.)

There are three doorways beside the chain; stand near them and press the

Confirm button to jump over to them. They'll lead to various places in

the overworld. However, you can't enter towns on the overworld. You

_can_ play cards, though; go through the topmost doorway to reach the

Chocobo Shrine, then ride a Chocobo to the Centra continent and wander

around until you find the Ragnarok. On the Ragnarok, you'll find all the

CC members if you beat them before; you'll also find Joker regardless of

whether you beat him or not. If you use Card Mod on rare cards, you can

win them back from the CC members, which is pretty handy. You can also

find the Queen of Cards at the crashed escape pod, where Piet was

before. The CC members use rules from various regions, a different

region for each member, while the Queen uses all the rules except Open,

and you can't alter them. I recommend challenging the CC members. =P

Anyways, getting on with the walkthrough... Climb up the chain to reach

a Save Point and a hidden Draw Point with Flare, then head towards

Ultimecia's castle.

| KURSE ALL SEEDS! |

(There. No more of my titles. Happy now?)

-Ultimecia Castle

Draw Points: I'll list these in the next version.

Hidden Draw Points: See above note.

GFs: Siren, Carbuncle, Leviathan, Pandemona, Cerberus, Alexander, Eden

(if you missed them before)

Items: Rosetta Stone

When you enter the castle, you'll be told that your abilities have been

sealed by Ultimecia's servants. The following abilities will be

unavailable while you're in the castle:

Item - Cannot use items in or out of battle

Magic - Cannot cast spells in or out of battle

GF - Cannot summon GFs or use their Menu Abilities

Draw - Cannot use the Draw command

Command Ability - Cannot use special commands besides Draw, Magic, GF,

and Item

Limit Breaks - Cannot use Limit Breaks

Ressurection - Cannot revive characters, even if the appropriate ability

is unsealed

Save - Cannot save inside the castle

You can remove the seals on these abilities by defeating the various

sub-bosses inside the castle. When you defeat a sub-boss, you'll be

asked which seal you want to remove. Save is probably the least

important ability to unseal; you can always go outside the castle to

save. So unseal the other abilities first. Also, if you've missed Siren,

Carbuncle, Leviathan, Pandemona, Cerberus, Alexander, or Eden, you'll be

able to Draw them from the sub-bosses. If you've missed any of those

GFs, I highly recommend unsealing Draw first. Aside from that, which

abilities you unseal depends on your style of play. You _can_ make it to

Ultimecia without unsealing any abilities, but you probably won't be

able to defeat her.

One last note: You have two parties in this castle, and can switch

between them at the green glowing spots. Also, if you have both teams on

the same spot, you can switch members between them.

Now, for the castle itself. You'll probably notice a creature on the

stairs in front of you; that's one of the sub-bosses. I think you have

to fight it before you can fight any of the others, but I'm not

positive. Note that this is just one way to get through the castle; if

you want, you can fight the bosses in a different order. Also, if you're

having trouble with a sub-boss, you can run from most of them.

----BOSS BATTLE----

Sphinxaur

Just attack it. Like you have a choice. A high Strength is a good idea

here. After you do enough damage, it takes off its mask and becomes...

Sphinaxara

Again, just attack. The Sphinxara will summon a Jelleye to help it;

ignore the Jelleye or you'll have to deal with more dangerous monsters

after you kill it. Just focus on the Sphinxara. It should die quickly,

and you'll get 2 Megalixirs and 30 AP as your prize.

-------------------

After defeating Sphinxaur, you'll be given a choice of which ability you

want to unseal; I recommend Draw. You can also explore the area it was

guarding. First, go into the door right behind the Sphinxaur. Inside,

there's a chandelier; when you walk on it, it drops to the floor. On the

floor, there's a hatch leading to the wine cellar; open it. (You can get

to this area before fighting Sphinxaur, but there's a latch on the

door.) In the wine cellar, there's another sub-boss...

----BOSS BATTLE----

Tri-Point

He'll counterattack with Mega Spark, a Thunder attack. Just Junction 100

Thundagas to Elemental Defense, and you'll get healed every time you hit

him, making this an easy battle. If you missed the Siren GF, you can

Draw it from him. You'll win a Rocket Engine and 30 AP from him.

-------------------

I recommend unsealing the GF ability after this fight. Now, go back

upstairs. There's a party switch point; step on it, and the chandelier

will stay in place. Switch to the other party, Junction them if need be,

and walk across the chandelier. Go through the next door and you'll find

another sub-boss...

----BOSS BATTLE----

Krysta

You can draw Carbuncle from him if you missed it before. He'll use a

strong counterattack on you, but you can avoid it by hitting him with

GFs. Make sure your HP are high, though; Krysta will cast Ultima on you

when he dies. He probably won't get in more than one other attack,

though. You'll win an Elem Guard and 30 AP.

-------------------

Unseal the Magic or Item ability next. Also, this might be a good time

to go outside the castle and save.

To find the next boss, go East from Sphinxaur. You may notice a bell

with a pull-rope and a party swithc point on the next screen; ignore it

for now. The bell is used to make the Omega Weapon appear, and you're

not ready for that fight now. See Side Quests for more details. Anyways,

go through the door to the Gallery.

In the Gallery, there's a clock on the floor and a bunch of portraits.

Look at all the portraits; the title on one of them will be faded and

then a list of the titles of all the other portraits you've looked at

will be shown. This is a very devious puzzle. If you're stumped, the

solution is below.

If you're wondering, the names of the portraits are Ignus, Inandantia,

Iudicium, Intervigilium, Venus, Viator, Vigil, Vividarium, Inaudax,

Xystus, Xerampelinae, and Xiphias. If you can figure out why I listed

them in that order, you're on a good start to solving it.

SOLUTION:

Notice how all the portraits have names starting with I, V, or X? The

titles are actually code words for the Roman Numerals from 1 to 12. From

the South side of the balcony above the room, you can see the clock face

clearly; the hour hand is pointing at VIII, the minute hand at IIII, and

the second hand at VI. So, the answer is Vividarium, Intervigilium,

Viator.

END SOLUTION

Once you've solved the puzzle, black-green smoke will appear. Back in

the actual room, there's a new boss to fight...

----BOSS BATTLE----

Trauma

Droma

You can Draw Leviathan if you missed it. You can also draw Meltdown; I

like to cast it on him and then hit him with physical attacks. This boss

will summon weaker Dromas; ignore them or kill them as you see fit. Note

that Drain works on Trauma. After it loses a certain amount of HP,

Trauma will drain from the Dromas every time you hit it. This isn't a

big deal, though. All in all, this is an easy battle. Your prize is an

Elem Atk and 30 AP.

-------------------

Unseal whichever of the Item and Magic commands you didn't already, then

move on. There's a party switch point, and a set of stairs just past it.

Go down the stairs to find two doors. The one on the right is locked, so

go through the one on the left. The door closes behind you; examine the

statue in the corner for a key. As you grab it, though, a huge monster

attacks you...

----BOSS BATTLE----

Red Giant

The Red Giant takes little damage from most attacks, but he does have a

weakness... Demi. You can Draw this from him, so he shouldn't be too

hard. If you missed Pandemona, you can get it here. He also doesn't like

Diablos much, and Cactuar will do normal damage to him... even so, he

says "THat GF is a waste of tiME!" after being hit by Cactaur. =P Pretty

easy, if you know how, although he's got some strong physical attacks.

When you beat him, he'll disintegrate rather spectacularly and you'll

get a Diamond Armor and 30 AP.

-------------------

I recommend unsealing Ressurection at this point. Now, unlock the door

with the prison key. You can't open the other door here just yet.

To reach the next boss, go up the stairs and use the party switch point.

Go through the door north of where you fell off the chandelier to find a

fountain; examine it for the Treasury Key. This isn't the key you need,

but you may as well get it while you're here. Go into the next room,

then climb the stairs. You'll come to a bridge with an object in the

middle of it; that's the key you need. You can either walk towards it

and pick it up, or run; if you run, the key falls in the water. Don't

worry, it winds up right by the door you need to use it on.

Switch to the other party and use the key to open the door. Inside,

you'll see a face on the ground...

----BOSS BATTLE----

Vysage

Lefty

Righty

These are just ordinary enemies; you shouldn't have any problems.

However, once you defeat them, a stronger monster appears...

Gargantua

He'll use Counter Twist if you hit him with physical attacks, so use GFs

or spells. If nothing else, you can Draw Quake spells and cast them back

at him. Be careful; he can cast Berserk. You can Draw Cerberus from him

if you missed it before. Once he's beaten, you'll get a Magic Armlet and

42 AP.

-------------------

Unseal either Command Ability or Limit Break, then go back to the party

switch point. Go back to where Sphinxaur was and go left. You'll come to

a door; the Treasury Key will open it. Inside are four coffins. You'll

have to solve a simple puzzle to get them all open; when you do, a large

Behemoth-like creature will appear.

----BOSS BATTLE----

Catoblepas

Absorbs Thunder

Weak against Earth/Water

Draw Alexander from him if you missed it before. The only trick about

him is that he casts Meteor when he dies. You'll get a Status Atk and 30

AP.

-------------------

Unseal whatever's left besides Save.

At this point, you can get a Rosetta Stone if you want. If you don't

want it, skip this whole paragraph. Otherwise, go back to the hallway,

head north, and stand on the switch point. Switch to the other party and

go up the nearby stairs, then head west. You'll be in the same room as

the other party, but on the higher level. Now, step on the switch point

nearby. If the characters on the higher level have more total weight

than the ones on the lower level, (the male characters are heavier, so

just having more males in that team will do it) the elevator will shoot

up. Switch parties now and go left; the door here leads to a room with

the Floodgate Key. Switch to the other party; they'll get off, and the

other side will fall down. Now, stand on the switch point and put your

best party together. Go back to the room where the prison is; just

outside it is a lever with a lock on it. With the Floodgate Key, you can

unlock it and use it. Now, head back to the fountain. In the room to the

north, you'll find an organ; hit _all_ the keys at once. (A bit tricky,

considering the controller layout.) Back in the fountain room, take the

path on the upper-right to find a barred gate. If you hit all the keys

at once on the organ, it'll be open and you can go through. After a

short walk, you'll find a Rosetta Stone; also, the nearby door opens

into the prison.

Whether you get the Rosetta Stone or not, go past the bridge where the

Armory Key was to find a tower. There's a hidden Save Point on the first

screen; if you haven't unsealed Save, it won't do you much good, but

remember where it is if you want to fight Omega Weapon. As you climb,

you'll see a swinging pendulum. Get close to it, then hit Confirm to

jump onto it and you'll swing to the other side. Go through the door,

and you'll see a huge flying dragon...

----BOSS BATTLE----

Tiamat

Flying Moster

Immune to Wind

Strong against Fire/Thunder

You can draw Eden if you don't have it. Tiamat will prepare a powerful

Dark Flare attack by spelling Dark Flare one letter at a time; (in other

words, first the message "D" appears, then "Da", all the way up to "Dark

Flare") cast Shell to reduce the damage. Tiamat has considerably higher

HP than the other bosses, which is why I recommend fighting him last.

Still, he shouldn't be too tough; just use whatever your normal boss

strategy is. The key is to either survive Dark Flare, or kill him before

he uses it. You'll get a Status Guard and 30 AP after the battle.

-------------------

Unseal Save; you're almost done. Go back to the tower and keep climbing.

The path is fairly straightforward at this point; just keep going and

you'll find a Save Point. Use it, set your characters up, (I've got a

section on that after the battle strategy) and then go through the

nearby door to find Ultimecia...

----BOSS BATTLE----

Ultimecia

Your party is picked randomly for this battle; however, if a character

dies, they will disappear if you don't revive them quickly, and be

replaced by another character if any are left. You can deal with this in

two ways: either give everyone good Junctions so that no matter who

you've got, they should be able to handle themselves; or, have three

strong characters and kill the others off until you have your preferred

team. I've tried both methods, and they're both very effective; do

whichever one suits you. Anyways, this part of the battle isn't too

hard; Ultimecia can use Maelstrom on you, but her other attacks aren't

that dangerous. I recommend having 100 Pains on ST-Def to avoid its

Curse effect. If you're going to kill off characters, do it now. The

basic strategy for the entire battle is pretty basic: hit hard, and heal

when needed. After you defeat her, she'll summon "the strongest GF"...

Griever

This is where it starts to get tricky. From here on, the enemy can

sometimes remove your entire stock of a spell, which can be a big

problem if it's Junctioned to something. Also, in this particular part

of the battle, Griever will Draw spells from you and cast them. He also

uses Gravija. Stay healthy, as Griever will cast Shockwave Pulsar when

defeated, and there's still a ways to go...

Ultimecia

Helix

Now Ultimecia fuses with Griever to become a very strange-looking

creature. Not much to comment on here. Ultimecia will sometimes create a

Helix monster, but I don't know what they do. After enough damage,

you'll knock off her lower half. This part of the fight isn't too rough,

but żou'll still get your spells blown away at times, so watch out.

Defeat her this time, and she'll change again...

Ultimecia

Ultimecia

At this point, Ultimecia will start using "Hell's Judgement", which

drops everyone's HP to 1. Chances are that your GFs won't survive this,

so don't bother with them. Just heal after being hit by it. After enough

damage, Ultimecia's lower half will be available as a target; she'll

Draw Apocalypse from it and cast it, doing about 3000 damage to the

whole party. However, you can Draw it as well. Eventually, Ultimecia

will start saying things after every hit; at this point, just keep

hitting her, and you'll soon win. Now sit back and watch the ending

sequence.

-------------------

-Setting up for the last battle

Those of you who want to kill off all but your best three characters

should have no trouble getting set up. However, if you want to set

everyone up to be ready, it'll take some effort. Here's some tips:

(which also apply if you're going to use the "best team" strategy)

-Make sure everyone has a GF with Ability*3 or Ability*4.

-Also make sure everyone can Junction to all five basic stats, and as

many characters as possible can Junction to Speed. Tonberry's Call Shop

will help with this.

-Revive and Recover are useful, though optional.

-Be sure to have plenty of Aura and Meltdown spells in stock.

-Auto-Haste and Spd+40% will help a lot; being able to get more turns in

will make the battle a lot easier.

-Make sure several people have the Item command, since you may need that

as a backup in case your healing spells get blown away.

-If you've got Call Shop, and you've visited Johnny's Shop in Esthar,

buy a lot of X-Potions. A few Megalixirs would be good, too.

These tips are just a starting point, but they should help you be

prepared no matter who's on your team. Of course, the real fun is in

finding your own setup. Good luck, and enjoy!