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!